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Developer's Log 002: Player Controls

🕑 Added 2014-05-23 03:50:29 +0000 UTC

Comments

Allison Shabet

Thanks for the kind words! Enemy design will probably be right after the player character posts- they're designed around what the players are capable of- particularly in how certain units can challenge certain characters- and they'll make a lot more sense when you have what the four characters can do as context. That's high up on the to-post list!

Margaret G.

I'm glad you're thinking critically even about stuff like throws and temporary weapons--it's super easy to fall into the trap of implementing genre staples like that without really examining them. The 3-hit combo system you're thinking of sounds like a lot of fun. Getting two precise hits in on a guy to get a powered-up shot against his buddy a few meters behind him doesn't sound as glamorous as having 20 unique combos, but I think it'll ultimately feel more satisfying and more stylish. Anyway, I really enjoy reading your game design thoughts, both here and on twitter, so thank you for writing these logs! I'm looking forward to ones about enemy design especially. Whether to have lots of weak enemies or just a few damage sponges, enemy speed vs. player speed, all that good stuff!


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