qudlaty / BloodAndBullets

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Concept: Melee combat minigame #51

Open sEver opened 4 years ago

sEver commented 4 years ago

A portrait of an enemy appears, perhaps an alien bug with claws

When the enemy attacks - the trajectory of a melee attack is planned on the screen with

A second later the lines start to fill with red energy (attack momentum), starting from the beginning of the trajectory, once the red reaches the end, the attack counts as success.

The longer the line, the greater the energy delivered with the attack, the greater the damage.

You need to draw lines, crossing the attack trajectories, before they land, to block them. Drawing a line of given length uses up a resource - melee energy.

Parry: attacking lines could bounce off the defending lines, if the angle is good.

If the angle is not good, the attack either gets blocked / deflected, or absorbed, or goes through, weakened a bit, depending on the length of the defending line.

Shorter def lines should be stronger than the long ones.

Your lines are getting filled from their starts, with blue, at the same time the attack lines are getting filled with red.

In your attack turn - draw your attack trajectories, this also consumes melee energy.

Your energy refills by a certain amount every turn.

Anti-turtle measures: Blocking is cheaper than attacking, but decreases the energy refill rate. Not attacking for too long decreases the energy refill rate.

When you run out of energy, you can only block or attack with "one" very short line, (guaranteed basic energy income).

Taking damage decreases your melee energy capacity.

Drawing multiple short attacks might be better than few long ones. Harder to counter. Balancing AI for blocking will be fun.

qudlaty commented 4 years ago

Great idea! I'm just surprised that you proposing minigame :)

sEver commented 4 years ago

Yeah, I'm surprised as well XD