Now for Knight & Witch, Iāve scrapped both overworld and dungeon scenes from my demo as they were only for the demo itself and wonāt appear in the final game.Ā
As you can see here, I set up a way for the knight to raise his shield. Right now this is only a visual change, but adding an actual guard effect that nullifies damage received from the front is not going to be hard. Also, Iāll make it so the knight will walk slower while guarding.
Next up, I started prototyping yet another spell casting system for the Witch. This one is inspired by how top down Zelda games do aiming with items such as the bow. When you start aiming (and charging), you can still move around (although you will move slower. also donāt mind the placeholder animations), but your aim will be locked in place until you release the button.Ā
I struggled quite a bit to find the right control system for the Witch. Something not as OP as the one I had in the first demo, where she could spam magic projectiles all the time, but not as cumbersome as the one I had in the second demo (aiming while standing still sounded good on paper, but against moving targets it was unusable). I think this one might be the right one, but people around me have been kind of pushing me towards a TPS-like aiming system. I want to keep the game top down-ish, but I canāt deny the temptation to go third person. In the future I might try prototyping an aiming system like that too.
I also implemented a very rough kind of dash/roll-dodge thing for both characters. Iām not sure whether theyāll have i-frames during it or not. Of course, they will have the proper animation once Iām done.
Since this post is about K&W, let me talk a bit about the kind of changes I plan to make to the game, specifically the combat:
each character will have an extra resource to keep track of:Ā
the knight will have a stamina bar that every combat action (attacking, shielding, etc) uses. Stamina refills over time;
the witch will have mana. Mana is a finite resource, akin to arrows in Zelda games, and i the same way you will be able to findĀ āmana crystalsā in the grass, inside crates or rocks or dropped by enemies;
each character will have 2 main combat actions;
the Knight will use his weapon and the shield (which may or may not be used to parry and reflect projectiles);
the Witch will have her spells, which consume mana, plus aĀ āmeditationā technique which can be used to recharge mana (however you cannot move while meditating);
when out of mana, the witch may attack smacking the enemies with her staff. This attack will be extremely weak however, and shall only be used as a stop-gap measure while looking for a place to recharge;
each of the Knightās weapons will have a particular effect and will serve different purposes both in combat and in puzzle-solving. In the same way, the Witchās spells will have elemental effects on enemies, such as burn, freeze and push;
each weapon and spell will have different attacks. the Knightās sword will have a normal slash and a charged spin attack because Iām super original, and the Witchās spells will have a weak magic attack that requires no charging and a more powerful one that needs a second or two to charge up;
Partially related, I decided to split the AI behavior for the companion character into 2 states: ācombatā and āexplorationā:
in combat, the companion will behave as usual, attacking nearby enemies, fleeing from danger, etc. I intend to make the AI smarter, for example making the knight raise the shield to protect the Witch, or making the witch choose the right elemental spell to defeat a particular enemy;
in exploration the companion will be invulnerable to things like traps, and will stick close to the player, teleporting next to them if too far away.
The change between āexplorationā and ācombatā states will happen in the presence of enemies, and if the player will use their weapon. This means that the change wonāt be triggered if the player hits a switch with the sword, for example. Inversely, the absence of enemy will make the companion go back toĀ āexplorationā.
This is not everything I have in mind, but I think it should be enough for now. You can imagine that implementing all of this will already be quite the task. Iām still debating about some of these features so if you have ideas, suggestions, critiques and whatnot, be sure to comment and let me know! God knows how much I need feedback.