Balance changes and Bug Fixes #1


New build!

Based on the feedback I got from yesterday's build, I have made some changes that should make the combat a bit more rewarding and engaging. The reason behind making Heavy Attacks cost Mana was simply to prevent players from Spamming it. Heavy Attacks give you super armor in their attack window and dish out massive damage when they connect so it seems fair to make this change.

There were also some inconsistencies in player's hit detection and they were caused by the traces not actually hitting with the boss as a result of the sword actually physically not intersecting with the boss. I am using sockets on the Sword to do hit detection and that means if the animation doesn't line up well, it fails at times. This is not happening now as far as I have tested. I implemented a fix that procedurally rotates the spine of the player character during certain frames of attack animation, it's not noticeable visually but works to fix the bug!

What's next?

I am going to spend just a bit more time this week to polish hit feedback and the Special Attack the AI does. After that, I want to finish the core gameplay loop so next week I can use that to create a new boss and finally make the project seem more like an actual game!

Balance Changes

  • Heavy Attacks now cost Mana to activate.
  • Parrying the enemy increases your chances at staggering them.
  • Balance damage (grey bar) on the enemy now reduces even slower when they are at low health.

Bug fixes

  • Fixed hit box inconsistencies that prevented the player from dealing hits.

Community links

Join the Discord server, would love to know your opinion of the game!

Files

I'll Be A Legend.zip 647 MB
Feb 21, 2024

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