Friday, September 25, 2009

Character Design

What's a game without a character. Our game character does not have a name yet, so I'll just regard him as the hero. Here's a taste of our game character and the kind of style this game will have.


Hopefully as I get more time, I will have more sprites posted.

Monday, September 21, 2009

Combo System

The combo system is a core part of the Weaponsmaster gameplay.

A combo is started when a series of hits are made without the character taking damage. Each weapon will have a set limit of the amount of hits that can be made before the weapon is "exhausted". This limit is different between weapons, for example the dual daggers have a far higher limit than the lance.

In order to continue a combo, a weapon switch must be made, where the new weapon can continue this combo. This will also allow the previous weapon to be reset and later if switched to again can be used until the set number of hits have been made.

However combos will become progressively harder to continue at higher multipliers. This is done through a timing system. At a low combo multiplier, the time available between registering the next hit in the combo and the previous is larger than at a high combo multiplier. Visually this will be displayed as a circular timer around the combo multiplier.

After a third hit in the combo, the "fervor" gauge will begin to charge. The amount of charge depends on the combo multiplier at that time. A critical hit will also give a larger charge depending on the combo multiplier.

Game Concept Introduction

Weaponsmaster (tentative name) will be a side-scrolling action game in which the gameplay is heavily reliant on the usage of four weapons.

The four weapons are the sword, daggers, lance and bow. Each weapon will give a unique advantage to the player and also have unique weapon skills. The gameplay will be revolved around combos and the necessity of switching weapons to continue combos and also to avoid or deal damage in certain situations.

The combo system is important to the player in two ways; Comboing past a third hit begins to charge the character's "fervor" gauge and allows for weapon skills to be unleashed; Comboing to a high number of hits is a challenge. Each stage will have high scores, the higher and more frequent your combos become the higher your score.

The stages will remind you of arcade beat em ups and will always end in a boss battles. The main point of the stages is to complete them in the lowest time possible and also to deal the most damage and achieve the highest combos.