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Writer's pictureVinny

Combat Mechanics

Big progress to report in tonight's dev update focused on the core combat system mechanics. Melee and spellcasting damage is a complex equation based on primary attributes and various secondary attributes that influence the possible damage outcomes. Weaving these attributes into a fun battle mechanic that is challenging but rewarding when massive critical strikes and well-timed blocks can mean the difference between life and certain death.


Guardians of Frostfall Mountains

Take a look at the tasks I was able to accomplish this weekend:


  • Setup an incoming damage meta attribute to perform calculations on before applying it to the attribute itself

  • When calling gameplay abilities using set by caller magnitude it now uses a curve table that can scale damage by ability, player level or both

  • Enemies now react to damage effects by activating the enemy hit react gameplay ability and playing reaction montages

  • Enemies now die when receiving a fatal blow

  • Implemented a corpse decay visual effect using timelines so that bodies dissolve after death controlled by a set lifespan

  • Added floating text for damage amounts applied to actors and the class to handle it

  • Created a damage execution calculation and captured the attributes coming from the gameplay effect using capture definitions

  • Implemented block chance into combat system damage calculation

  • Implemented armor and armor penetration into combat system damage calculation

  • Replaced hard coded values in the damage equation with damage calculation coefficient variables

  • Implemented critical hits into damage equation


This week I will be focused on more advanced damage types and techniques. I'll also begin working on the enemy AI logic so they don't just stand there and get owned by fireballs and melee without fighting back.


I'm starting to see the variability and variety that this core gameplay loop can provide and I tested the values scaling from level 1 through 60. Still a few bugs to work out of course, but the foundational gameplay and combat elements are taking shape. Soon I will have some interesting enemy AI logic added to bring more unpredictability and excitement to the combat loop.


Cheers, Vinny

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