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Afternoon, patrons! I decided to sit down today and plan out the roadmap for v.03 before getting started. I figured I'd post the list here, as well as ask for your opinions.UPDATE V.03 GOALS -Update shooting animations, poses; add shooting straight down in midair -Design, animate and prep enemies for combat -Finish planning out progression from start to finish (upgrades + world roadmap) -Rework controls into WSAD -More sex animations (slimes? tentacles?) -Implement health-restoration itemsIf anybody has other things they'd like to see in the next update, let me know and I'll see what I can do! With that said, I'd like your feedback on a decision I'm having a hard time making.Before making the patreon campaign, I stated that Crisis Point's combat is focused on mobility and player control. This plan remains, but it's causing me some trouble in deciding what kind of actions to give Alicia.The first and most obvious option is giving her a dodge roll. It's the most obvious and universally accepted form of evasion. Dodging away/through an attack is easily recognizable, and it just makes sense. However, a dodge roll is often just that; it's only real application is evasion. Sometimes it makes you move faster, but then you get Zelda-itis where you want to roll everywhere and it just looks awkward.My second option is sliding on the ground. This has multiple uses; not only are you making yourself smaller, which could mean dodging certain attacks, but you'll be able to slide underneath low walls and fit through tight corridors. This allows me to create more interesting level design. However, I'd be lying if I said invincibility on sliding makes sense, from a player's perspective. It would feel more than a little odd to slide through an attack that would have otherwise hit you.The last option is a dash. Not a sprint sort of deal, but think Megaman X; just a short-range burst of speed. This ability provides the largest sense of mobility. It would be usable both on the ground and in midair, could lengthen your jumps, and would overall make you move around faster. However, as far as I'm concerned, it wouldn't feel right as a dodge. Ghosting through attacks with a dash would feel very awkward, and I'm worried it wouldn't serve enough of a purpose in a largely projectile-based combat system. In addition, I wouldn't want players to be dashing around constantly wherever they go, as I fear it would harm the believability of the world.I'm certain some of you are going to ask "why not all three?" My answer to that is "simplicity." If there are 3 separate functions that all serve a relatively similar purpose, not only is the control scheme going to be complex and convoluted, but it's not exactly going to stand out as the best example of my game design talents. The only abilities I can see working well together are the Slide and Dash. They serve different enough functions that I can imagine them coexisting.In any case, that's about all I have to say for them. I'd love to hear your opinions, and if you have any OTHER ideas that I haven't even listed here, feel free to mention them.-A42

Comments

Kayin Dreemurr

I don't see what the problem is. Make the dodge roll so that it evades certain types of attacks, and everything else you get hit with.

Anon42

Well that opens up another can of worms, like "how do I know which attacks can be dodged?" An easy enough question to answer, but still. And it doesn't really have anything to do with the reason I brought this up, which is that dodge rolling is a one-trick-pony that can't really be used for much other than evasion. I want multifaceted abilities that can be used in different, interesting ways, whether it be combat or traversal or puzzle solving. Dodge rolling is a bit limited in that regard.

Kayin Dreemurr

Well, let's see. Its a roll, so your going low to avoid attacks that would be aimed at your head or midriff. So those attacks would all miss. However, attacks that would come in from a low angle (for example, tentacle traps) would snag you and have its way with you. As for it being a one trick pony, I again don't see that as being true. Just have it act like a slide would.

Anon42

I thought about that too. The main reason I'm concerned about it is that a rolling animation would undoubtedly take up more vertical space than a slide. A slide can easily be flat against the ground, but a roll would require a bit more room than that. For context, I was thinking about having the tunnels be 1/3rd of Alicia's height and I'm not so sure I can fit a natural-looking roll into that tiny space, y'know? Animation is a fun gig, lol

Kayin Dreemurr

You could always stick with the slide, and then have an immobile dodging ability where the character 'moves sideways' (animation wise they'd go a shade darker) and miss the attacks, but the downside is that to continue dodging, you have to press the button continuously. it would still only work for certain attacks (perhaps ranged attacks only) leaving the player vulnerable to grabs and the like.