a scheme that would make you truly feel like you "are" the character and in total control of your powerful actions, instead of just reading about it from a sheet of text. Long story short, we wanted to create a more dynamic combat system - one that would provide heart-stopping action and throw you right into the thick of each battle. In the worst cases, the experience would amount to a fairly static endeavor where you click your enemies to death while your in-game character continuously loops awkward animations and gulps potions by the dozen, letting the transistors of your PC take care of the real battle. Head into combat and hitpoint values will be pitted against one another in a dazzling ballet of damage formulas and chance to hit calculations.Īll of this creates a rather divided playing experience, certainly providing tremendous fun when tinkering with character stats, distributing skill points and tweaking gear selection to mathematical perfection, but leaving - as we felt - something to be desired when it came to actual fighting. Open your character sheet and you'll find out that the life of your archetypal hero can be summed up in an Excel sheet. For instance, when you pick up a weapon, it tells you the exact number of ogres you get to whack before it falls apart. Having played a fair share of action RPGs ourselves, we couldn't help but notice that oftentimes combat, in such games boils down to one thing - numbers. By requiring the player to mobilize his own skills to meet the challenges of a game, a whole different kind of motivation is created - one that goes beyond the urge to find better gear or grind your character to higher levels. This article will cover play features, focused mainly on the combat system and the design decisions that led to its conception. The Combat System Hello and welcome to part one of a four-part sneak peek into Avencast: Rise of the Mage, where we'll introduce you to some of the unique and interesting aspects of the game.
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