Post 147
Hard Choices
So today's class I decided to plan out what I want to do with the dodge roll. I also tweaked some numbers with the roll making its a little faster, this helps it feel better and makes it more useful. So after some thinking I think I want to take my dodge roll in the direction of making you immune to damage when rolling. The problem with making the roll do this lies within the balancing of the game. Obviously I don't want it to be possible to roll back and forth forever never taking damage. So to combat this issue I will need to have a cool-down on the roll so the player can't spam roll all over the place invulnerable to damage. Another feature that might be interesting along with the cool-down, is when the player is recently hit (without blocking) the cool-down of the roll increases, this would reward good players who utilize the dodge and roll mechanic properly. And make the game harder and more punishing for novice players.
Along with this I would like to mention my thoughts on the art direction of my game.
Currently my game is a cross between 2D and Isometric as shown below.
Sadly I have grown to dislike this style, as it can be very limiting.
Originally my game was meant to be played without up down movement. This means the player would only move left to right. This would significantly change things if I moved back to that style. So now I am left with the choice of going back to a 2D side scroller. Or going full blown Isometric.
These are some choices I will be making in the near future, as for next class you can expect me to work on the dodge roll making the player immune to damage.
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