studio-minus / madness-interactive-reloaded

Moddable videogame based on Madness Combat
https://studiominus.nl/madness-interactive-reloaded.html
GNU General Public License v3.0
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Total melee overhaul #281

Open AlmaTray opened 2 months ago

AlmaTray commented 2 months ago

Description oh boy, this is gonna be a long one.

so, the current melee combat system feels... a bit off. there is only so much moves the character has: downwards slash, upwards slash, stab, that's it, and the moves don't feel powerful themselves. i think this is a major issue which I think can be fixed with this:

Introduction of stances

think of it as of Yakuza or Ghost of Tsushima (not quite but you get the point) type thing the most basic stances would be like this:

Defensive stance Your character puts their melee weapon in front of their head, constantly blocking the barrage of enemy strikes. This stance allows you to lose your tac-bar slower than in a regualr block with a possibility of an unblockable surprise-attack (maybe with a unique animation, like a finisher which people have been asking for) after some time of standing in defence. You cannot deflect shots or parry in this stance. Reasoning for the stance It gives a variety of options and lets the player decide if they want to stay in block and attempt to disarm an enemy by timing their block, possibly mistiming it and getting beaten to death or if they want to lose a bit of tac-bar but get a guaranteed upper hand in the confrontation after some time. The stance would not be useful in a situation where you get stormed by, like, 6 people at once because they would still get through your defence and drain your tac-bar, so it would be wiser to rely on the timed block.

Brawler stance This is a stance that would be used in a situation where you have one or two really strong enemies, like End Soldats that tank damage and can dodge a lot. After entering the stance your attacks grow slower, feel heavier and deal more tac-damage and regular damage. Think of it as of a huge swing with a hammer or a deep switchblade stab opposed to a regular strike. You are vulnerable during the attack animation though, so it should be used after a successful parry. Reasoning for the stance Variety, once again. It would be less annoying to deal with a tank if you could sacrifice some of your agility and defence but land a powerful strike.

Agility stance This one would allow you to dodge farther and run quicker at the cost of increased tac-bar damage. Basically, a fleeing stance if you lost your melee weapon, for example, and want to grab a new one or a stronger one. Reasoning for the stance Currently your movement speed is always the same and the dodge is not really enough to get out of the enemy's melee range so this stance would be like a sprint for you.

And then there's the default stance that acts like the current melee combat style.

Reasoning The stance system would raise the skill ceiling higher and allow for more fluid and cinematic gameplay, making melee feel more animation-like.

Abs0lv3d0r commented 2 months ago

i recommend stances and combos, it just is better that slashing non stop and parring all the goddamn time.

Orsoniks commented 2 months ago

selectable stances just for melee seems overly complicated for this kind of game. as much as melee could get a touchup, it shouldnt be too complex

AlmaTray commented 2 months ago

selectable stances just for melee seems overly complicated for this kind of game. as much as melee could get a touchup, it shouldnt be too complex

i think it would raise the skill ceiling for people who want to play like this and the people who don't can just stick with the default stance

Abs0lv3d0r commented 2 months ago

ok understandable, how about directional attacks/moves? for example two attacks in a row then going backwards and then finish it with a killing blow, get it? something that adds attack variety while NOT forcing the player to understand easy combinations of moves, something like punch,punch,hook or dodge and slash at the end of the dodge. i got plenty of ideas, what do you say? or you´ll use simplicity to make close quarter combat more easier for the player? i get it. it´s a game and not a sim. choose your way guys I don't force anyone i just think this is captivating.

pd: if my English is stupid just ask.