I have a first level (no boss yet) to play around with the mechanics and enemies.
and 3 types of enemies
- Hyena (bruiser)
- Rhino (charger)
- Snake (grabber)
more will definitely be coming soon, such as
- Monkey (jumper)
- Alligator (charge-up attack)
The moves I implemented so far
- 4 chain combo attack (4th ending in a spinning kick that knocks enemies back.
- sprinting attack that knocks back enemies.
- kick that has a more effective radius in front
- while in sprint mode, you can jump and do a flying kick that knocks back enemies on contact.
Weapons will be added at a certain point. I want them to feel like double dragon i.e. bat, knife, so no cool combos for them unfortunately. I will, however, toy with the idea of shootouts where whenever a pistol is found, a part of the level will consist of (dodging gunfire/ducking on one side of a piece of cover) and firing back to continue. I'll try to make them rare occasions to spice up levels and I'll even decide whether it will be completely random; Of course, if anyone is willing to put their two cents in, please comment.
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Attacks have an animation, a possible direction with radius, power, distinguishable from air attacks, and distinguishable from what I call "bulldoze" attacks, which means the attack provides some loving damage until a condition is met, i.e. the condition of the flying kick is to dish out damage to contacts until the player is no longer airborne. I have even included an important delay that allows damage to be dealt in sync with the animation. The delays are very annoying though and sometimes create the feeling of stiff controls, so I'm going to keep working on it.
This is a round house kick, which can be activated by getting to your 4th combo (last one) and doing a jump kick. I used the flying kick sprite so, close enough.
Please excuse the frame rate, it was the recorder. It also exasperated the stiff game play I mentioned.
I'll try to have more content for more news, it's just that this was mostly about the programming.
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