The sequel to Path of Destruction with all the improvements learned from the first game, a story and a brand new game mode!
As I said before, once I decided to add a new game mode featuring a warrior in High Dragon, I realized quickly that I would have to create some kind of a fight system.
The first version:
At first, the idea was that the warrior mode would be more about solving puzzle. So, I decided to go with something simple for the fight. When the warrior would encounter a soldier, he would have the liberty to strike the soldier as many times as needed to kill him or to abandon the fight. Strikes would just be the animation of the warrior swinging his sword, and the soldier getting hurt.
In this early simple version, there was no risks involved in getting into a fight. There were no GUI either, just character animations.
Even before I started I knew it would need to be improved but the final result was less than satisfactory. It was kind of boring to fight and I knew I would have to change that.
However, the fight system stayed in that state for a few weeks (out of 3 months of dev, so that's a lot) because, it allowed me to continue to create levels and tests them. The idea was this: if the level is fun or ok even with a bad fight system, it'll probably be good once the fight is fun too. Furthermore, keeping the "bad" fight system for a while gave me some time to think about a new system.
The second version:
During a diner with 2 friends, I showed them the prototype and we discussed fight system ideas. Among other ideas, one of them suggested something like Zelda 2 with the ability to kid of dodge in a simple manner. I could not see how to use this in my game though... I can't remember who suggested the use of Quick Time Event (QTE). Someone (I think it was e) suggested to use the idea of a circle shrinking above a disc and taping the disc when the circle is above it.
This is what I went with.
How the fight system in High Dragon came to be what it is.
Just a quick overview of the way a level is created
I hate when my boss waste my time. When I'm my own boss, it's even worst!
This is an introduction to the creation of the sequel of my first commercial game "Path of Destruction". After more than a month of prototyping, I'm working...
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