Attack mechanics and game feel
I learned quite a bit from developing Super Powerful Death Fist. Firstly, the name is a mouthful, but secondly I learned how much freedom working in a game engine like Unity can afford for designing a prototype.
The area where this was most notable for me was when making the attack mechanics for the player and the enemies. With some guidance I was able to make a system that allowed me to easily edit the hit and hurt boxes for both the player and the enemy, increase and decrease the attack damage, range and delay as I pleased. I found it very rewarding once I got it working and it made it easier for me to change the game based on tester feedback.
Another thing I wanted to talk about was working on game feel. Because my game was very mechanically simple I wanted to compensate for it by adding features that would make the game look and feel better.
This included camera shake to give feedback when the player hits something, a blood effect from the enemies when they’re hit. I also added sound effects, and animations for attacks on both the player and the enemies. It isn’t perfect, however it adds a lot to the game than if it weren’t there otherwise.
Files
Get Super Powerful Death Fist
Super Powerful Death Fist
Genre Studies 2 student project
Status | Released |
Author | adrian ghani |
Genre | Action |
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