Combat should still feel easy to learn and be completely accessible. On the other hand though, we don't want to build a complete sword fighting simulator. It should feel responsive, tight, and above all fun! (Try to ignore the complete lack of environmental awareness, this part of the AI has not yet been implemented as you will notice some mobs will get stuck behind various bits of furniture).Įvery fight requires skill, timing and sometimes a little bit of luck. Here's an early test to show you what I mean. Each fight will consist of a quick exchange of slashes and blows, shield blocks and counter attacks. After much deliberation, we ended up going for more twitch based combat, much in the same vein as Skyrim and other similar third person RPGs. And we definitely do not want button mashing. We want all of our fights to feel personal, tactile and responsive. But we think that given the intelligent behaviours that we have planned, it would make more sense to have equally intelligent combat. Looking at the "chibi" style characters, one would expect simple mindless controls with lots of colourful particle effects. Traditional "dungeon crawler" combat mechanics, so point and click, skill cooldowns and the like.įor TinyKeep we definitely wanted to go down a more action oriented route but not in the way that you'd necessarily think. Lots of action, lots of particle effects, and lots of powerful "super" attacks.Ģ. Think Dynasty Warriors or something like Pocket RPG which has a very similar art style to TinyKeep. Very simple hack and slash, button mashing style gameplay. The way I see it, there are a couple of ways combat could work in a game like this:ġ. So another thing that is very important for combat is monsters! After all we do need something living to test our powerful swords against. Part of the game is about emergent events, we want the player to be able to knock large items to block incoming enemies and so on. This means knockback effects and the potential for more dynamic physics based combat and maybe even localized damage. All weapons have mass, and all combat animations apply velocity and force to the weapon. The next step is to get combat working, and that means getting our little characters to swing heavy swords around.įailure and bugs aside, this video shows exactly how tightly integrated the combat will be with the underlying physics engine. Here's a walkthrough video showing TinyKeep's basic controls, all up and running with an Xbox360 Controller. I'll revisit and polish the dungeon generation part of the game later on, as I thought I'd better focus on what actually makes the game "fun"! While I let the "pre-alpha" Focus Group guys test the most recent build, I decided to start working on the nuts and bolts of the gameplay itself, that is the controls and combat mechanics.
Please check out his SoundCloud profile or Website for more examples of his previous work.
Will is currently working on a second track as we speak. 2-BYTE will be composing the majority of TinyKeep's thematic soundtrack, and so far I am really pleased with the results. Until he is ready to lend us his time again, I'd like to introduce a new face to the team. I am still hopeful that we will be able to resume his services later next year when things are a bit quieter, James will be producing a couple of the more "unique" tracks for the game - but more on that later (it's a secret!). James is currently working full steam on his University degree, and so he is unable to fully commit to the project as originally planned. James Cobb, our resident composer and music extraordinaire will sadly have to step down from TinyKeep, or at least for the time being. November has been a busy month for development - and we are making great progress. I am more active on the forums, but don't worry if you'd rather stick to this blog for TinyKeep related news, I promise to repost everything here so you guys won't miss a thing. It's certainly been a while since my last update, although not quite a month yet! A far cry indeed from my usual weekly updates so apologies if you've forgotten about TinyKeep due to the lack of constant spam from me.