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Level Up.pdf

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400 Quatloos on the Newcomer! 249<br />

Lunges are more fluid thrusts that return the player back to his original<br />

standing position. By combining quick strikes and lunges you can create a<br />

combat chain that will keep the player ’ s basic attack from feeling boring.<br />

To create a combat chain, create three or more attack moves that will run<br />

one after another. If the player presses the attack move once, play the first<br />

animation. If the player presses the button again within a short (usually<br />

within a second) time period, the player goes into a second attack move.<br />

Usually, this second attack move deals more damage, so there is an<br />

advantage for the player to “ chain ” these attacks together. A third attack will<br />

do even more damage, and so on.<br />

If the player is allowed to land multiple hits in a row, make sure that your<br />

animation (or game code) also moves the player character forward;<br />

otherwise, when the enemy is knocked back, the player won ’ t be able to<br />

land the next attack in the chain. The hero in the image below misses<br />

because he doesn ’ t translate forward. His attack only succeeds when he<br />

shifts forward.<br />

OK, remember when I told you back one page ago that you shouldn ’ t do<br />

elaborate wind - up animations? I meant it — but only on that page. Elaborate<br />

wind - ups are awesome because they lead to powerful attacks that can chop<br />

a player in two! These moves work great when the player is wielding an<br />

oversized or heavy weapon. Because of the long wind - up, the player is<br />

forced to risk the wait for the reward of landing a more powerful attack! Risk<br />

vs reward. Remember it. It ’ s gonna be big.<br />

Speaking of rewards, use particle and visual effects to make attacks feel<br />

more dynamic and rewarding; from “ slice streaks ” on sword attacks and<br />

speed lines for dash moves like those seen in the Onimusha games, or

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