"Buffered" damage system
In the video you can see the new basic attack animations (3 combo standing, 1 jumping, 1 crouching), some damage counters, health bar, enemy physics interaction (pushing the player).
As for the damage system, on the huge majority of 2D platformers the system is quite simple:
- The player object collides with enemy object
- The player receives a certain amount of damage
- Checks if the damage was enough to kill the player
- If it was, play the death animation on the character, remove control from the player, game over
- If the player still has health remaining, play a short "staggered" animation on the character
- Make the character invincible for a couple of seconds and rapidly flash the character sprite
- the player continues playing the game
I wanted to try something a bit different for my game, so I'm playing around with the idea of letting the player receive damage until a certain threshold is achieved (something like 20% of max health). This allows a couple of interesting things in terms of gameplay:
- It gives a bigger error margin to the player when fighting on close enemies
- It allows the player to push, pull or stand on enemies to reach higher places
Since it's so early I don't know if I'll keep it or not, but I'm liking the potential of this approach.
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