Back to the grind!

Back to the grind!


So before the holidays I mentioned that I had a few intentions of designing a couple of systems that I could eventually push across into the main game, if the construction goes forward successfully. To which I can confirm that I believe the systems portrayed in the video below show that can produce mechanics based on bespoke systems currently in use within the market.

In addition, the mechanics created are:

- The ability countdown timers, located at the bottom middle of the screen, which relate appropriate feedback in the form of ability casting, countdown effect on ability box and with visible countdown time, and finally a dynamic selection which determines if it can be instantly cast or has to have an appropriate selected enemy in order to cast successfully.

- The stat bars, which all inherit from the same parent, in order to keep efficiency on the forefront, but all work independently in order to show a variety of different stats (mana, health, experience), all of which can be pre-configured prior to instantiation so that they can/not be animated (which is shown below) or need to feature regeneration.

- Finally an adapted AI that can cycle between a given array of animations, in order to give the player a way to recognise a system of attack needed to defend, all of which share the same functionality to present damage to that of when the player invokes spells to damage the AI.



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