Skip to main content

IV. Combat System

1. Weapon Attacks

Equipped Weapon Dependent AttackClass-specific abilities:
Light Attack (Left click/X)
Heavy Attack (Right Click/Y)
Charged attack (Hold a button)
Super Ability
Class Ability
Maybe 1 more? TBD

2. Ability System Design

  1. Weapon Attacks: No cooldown, only attack speed
  2. Class/Super Abilities: Individual Cooldowns, which can be modifed/built around separately

3. The 30 Second Loop

  1. Survey the field
  2. Positioning + Dodge
  3. Ablity Execution
  4. Adapt Strategy

4. Power Progression

This graph shows the progression of combat power in terms of overall game design.

  • X Axis is Time, Starting from the beginning of the game to the end game.
  • Y Axis is Visual Flourish or On Screen Impact of Combat (Number or particles / "Bullet Hell-ness") of the Combat System
  • Color shows the Narrative impact of combat. Red means very little impact, such as fight breaking out in a parking lot in GTA, which has little impact narratively. Blue means Major impact, such as fighting the Evil Overlords of the world for liberation.

CombatPowerProgression.png