Can you feel The Force tonight?
Hi, it's the very first devlog on itch.io, and I owe you a bit of explanation what the game is and what I am aiming for.
The Force is a dynamic first-person perspective game with spell casting. Imagine yourself an old-school FPS game, let's say Doom, but instead of guns, you've got spells. In two hands separately, like in Skyrim. And you use these spells in combat and environment puzzles, similar to Zelda BotW skills. On top of it put a highly interactive and physical environment, different conditions (wet, burn, shock, etc.) like in Divinity: Original Sin and Call of Juarez Gunslinger/Borderlands crazy, comic book-like stylisation and you've got a quite accurate image.
Now I'm working on a demo to showcase this vision in action, and it goes pretty well, though the visual part still has a long road to come.
Today I want to show you a sneak-peak on how the systems work currently. Let's start with a Burn condition. First look at the GIF (maybe not only once) and then I'll explain what exactly happens there.
Okay, so this is the scenario:
1. I shot a stalactite with a Rockball.
2. The stalactite falls down, because of the Physical damage type it got.
3. The stalactite falls through the torch which inflames it. Yes, the rock, like in Magicka.
4. The stalactite hits the ground causing AOE physical damage and passing the burn condition to all mobs it hit.
5. One of the mobs (the one that hits me hard at the end) got hit by a burned dead body of his friend (but don't be sad!) and gets burned himself.
You can see different colors of damage values above mobs' heads. The color indicates the damage type.
Well, what do you think? Stay in touch, I'll share some more fire and dead bodies soon.
The Force
Dynamic old-school-FPS-like action game with spell casting and environment puzzles
Status | In development |
Author | theforce |
Genre | Action, Puzzle, Role Playing |
Tags | Action-Adventure, FPS, Magic |
More posts
- The say "juice it or lose it" and I really don't want to loseMay 06, 2020
- Action!Apr 13, 2019
- New team members, new enemy, new year (well, not exactly)Nov 17, 2018
- Environment interaction and improving visual effectsAug 11, 2018
- I'm Bartosz and this was a level design weekJul 28, 2018
Comments
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Looks like you got it all worked out pretty well. DMG colour on the values is a nice addition! I also like that there is a push when you get hit by the enemy. The push itself is a bit heavy thou. Maybe it'll work out good if you could use some kind of wind spell as a secondary, to stop yourself mid air or change direction. It could add to the dynamic of the game ;]
You're right, the impact of the mob's attack is definitely too big. Wind, hm. Maybe strictly connected to movement skills, like dashing, jumping or even... flying? :>