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DROSS is a first person Co-Op Xeno-Horde Procedural Rogue-like. Featuring unique procedurally generated Levels, huge swarms of endless Xeno bugs, powerful weapons and gear, and a brutal perma-death. A tough Roguelike in a first person horde shooter perspective.

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Report RSS Working On improving Combat
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Guest
Guest - - 690,764 comments

πŸ‘πŸ‘πŸ‘πŸ‘πŸ‘

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dave_5430
dave_5430 - - 2,114 comments

Baby steps. The 'minor' additions do add a whole lot to increase at least the fun of the gunplay. It does match well with the destructible environment present. Don't forget, sometimes being more bombastic is better. Adding some 'blood spouts', or 'blood mist' and parts going flying on impact/when bugs explode might add to attain the desired effect. However, of course you don't want to go 'so far overboard' that it looks 'unbelievable', I doubt those critters have much more than a gallon of blood.

Now, I don't know what direction you want to take this, but-
I see all of these variations on the bug creatures, have you considered giving them different abilities? As a next step, I'd consider doing something with that, like making some faster than others (maybe related to size?), some that can take more shots (like head on, due to 'armour', so you'd have a reason to circle around them), one step beyond maybe have some that can fly, some that can jump, others that can climb on walls and ceilings, do the classic acid spitting thing (or something that's less clichΓ©)? Gives a player a good reason to run around and use more tactics (especially in Co-Op). Giving players a reason to prioritize some targets might increase player retention, as well.

Lastly, of course, optimization might be compromised with all these little additions, so don't forget about stuff like garbage collection. I'm sure you can figure something out.

Hope any of this stuff is helpful, I feel like this has a lot of potential if handled well.

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dave_5430
dave_5430 - - 2,114 comments

Or... you know, in retrospect of my own endeavors, don't put too much weight on this, it doesn't have to be some indie darling hit or AAA top contender, right? Do what feels right to you.

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Salt. Author
Salt. - - 74 comments

I appreciate the advice, as well as keeping up to date with progress!

there are currently 3 swarm varieties, and ill be making the art more noticably different, fast running bugs, slower tanky ones, and larger swarm basic ones. These all share similar behaviours.

Ill be adding (tenatively) single large guard bug(large wandering one to kinda avoid). alert style roaming bugs to alert swarms to the player. and nest guard style bugs who wont roam but discourage the player traveling through the nest areas.

Everything I design tho has to fit into the procedural generator, which is taking far more of my time than game mechanics sadly, and then I gotta create all the art for it. So yea, small steps and slow ones too.
I get about 10 hours in a day and only get one or two things done, I look forward to you seeing the next video!

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