Note that, due to some of the changes that I’ve made (in particular work on integrating this mechanic with the main game), the prototype no longer waits for you to press space in order to start; however, the AI shouldn’t attack immediately (unless you do), so you should have a moment in which to find your bearings.
Various improvements to the AI–for one, the “universal parry” should no longer work.[/]
A maximum “mouse speed” has been instituted.
I was concerned about people with fast controllers being able to push the sensitivity to maximum, and thus be able to attack fast enough that the AI has insufficient time in which to react.[/]
Please let me know if this maximum is too low![/*]
“Small” attacks–those started too close to the centre-line, more or less–now do no damage.[/]
The game now defaults (more or less intentionally, that is) to windowed mode, but should be more playable that way. However, see the next point.[/]
Changes to the options menu:
Fullscreen may be toggled and the resolution set (from a set of only three options at the moment, I’m afraid) in the “graphics” tab.[/]
Mouse sensitivity may be set in the “combat” tab.[/]
Key-bindings may be changed in the “controls” tab.[/]
Some additional sounds, and some changes to which sounds are played and when.[/]
Minor “flinch” animations; I should likely make their motions slightly larger, however.[/]
Miscellaneous other changes.[/*]
There’s at least one type of attack which–if successfully pulled off–the AI has little answer for.[/]
Some physics issues remain.[/]
Game options are not stored between sessions–with the possible exception of the key bindings, which might successfully store.[/]
The new prototype aside, I have a more general concern regarding which I could use advice: I’m uncertain of how well this mechanic is going to fit into the game for which I’m creating it.
The game flow that I’m trying to create for my “levels” is one of exploration and some puzzle-solving, involving first-person exploration of the game environments, punctuated at times by dangerous combat encounters. In a single level the player might have, say, one to five combat encounters.
If you’ve played the old combat-inclusive gamebooks–Fighting Fantasy or Lone Wolf, for example–think of those: such gamebooks are one of the inspirations for this project.
This brings me to my two main problems: First, since combat doesn’t happen often, this mechanic is somewhat fast-paced and unusual, and the main gameplay moves somewhat more slowly, I’m worried that players won’t manage to gain proficiency with this mechanic, and thus founder against tougher encounters. Second, I’m concerned that it will feel out of place, and damage the flow of the game.
I’ve considered putting together something more puzzle- or turn- based, but thus far am having trouble coming up with something satisfying; in particular, turn- or puzzle- based mechanics seem to me to tend to lack the sense of urgency and danger that I’d like combat to have.
(There is one mechanic that I’m aware of that would likely work–and indeed which was an inspiration for this mechanic–that being the mechanic used by the Quest for Glory games. However, I’m very hesitant to simply copy that. :/)