Stronger Attack

With a more clear agenda it isn’t too hard to figure out what to do, and with systems that are working well it’s fairly simple to add on top of it. I did overlook some issues with the charge logic but I fixed it to made sure it always reset the values to their proper place. I had the cost for certain actions very high for when they were super charged, but I did not reset all the values when the charge was spent. It has been remedied. Thanks again to Paragon I was able to find a nice animation for the strong attack. It’s a clean jump with a downward slash, it looks powerful and it puts the player in a vulnerable position. So it must be used wisely.

It does a significant amount of damage. And I’m sure eventually I’ll have to review my values for all the health, damage, etc. There must be some game theory or formula to find the magic numbers, or I could simply keep plugging and playing. So far the numbers don’t seem too bad, with the health of the boss and the player, and the damage they deal. I’ll eventually add better special effects to the strong attack. Also the visuals look great when the player dies while super charged, the yellow lights floating above the lantern.

Next on the to do list is the empowered whip attack. That I saved for last because there are a few things I’ll need to figure out such as how I want to handle a staggered opponent. Do I want him to be staggered for a fixed duration or do I want the entity to be “un-staggered” if attacked. There is much to consider but I’ll probably go with the tried and true practice of fighting the boss again and again until I find what I like.

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