Saturday 23.7 | Combat Balancing
Platformer Prototype
Finishing up work on the main character animations, for now at least. On my blog
Combat Balancing & Minor Fixing
My spamming attack X/▢ did way too much damage so to balance this I created new attack types:
1. Basic: X/▢ "Primary"
2. Strong: Y/△ "Secondary" & Air X/▢
3. Stronger + Stun: Air Y/△
4. Critical Strike (damage 5x+)
I also changed the secondary attack to a thrust stab because the previous felt really clumsy. I might slow down the movement during this attack because it's pretty fast and high damage, but that's in the future.
Day's Work
- Combat
- 4 damage stages
- Basic
- Strong
- Strong + Stun
- Critical Strike (damage 5x+)
- Different secondary attack
- Health bar working
- 50hp marker (not scripted have to add the markers by hand because time)
- Awareness meter working when inspecting
- 4 damage stages
- Ledge Jump
- Fixed kinda
- Still ground check bug when landing but I have to move on