The last few days have been digging extremely deep into the core gameplay mechanic which left me still feeling a little empty. There was an idea that kept bothering and that was this idea of “What is the measure of skill”.
I mean how does one know that they’re getting much better at the game. What’s the core skill.
Forming words quickly; yes but I didn’t want that to be the driver. The gameplay should hold it’s own.
Choosing the correct ability; yes, singular damage vs splash, defense vs offense. This is all necessary but I wanted more.
After speaking to two Mentors I landed on this:
Main weapon is a bow. There are weak spots on creatures that do double, even triple damage. Aiming can be a very very rewarding experience. THIS IS a skill that can scale well and keep the interest of Players so that they can measure their skill.
Block & Parry creatures and projectiles. Blocking reduces damage, perfect block negates it, parrying negates and does damage. This again is about timing which is a perfect construct for improving skill. In this way the Player can grow their skill in the game in both timing and aiming.
The last one that I have to solve is position or movement. I don’t know if I even should add position or movement for the player or if I should keep him stationary. It’s very tempting because I don’t want to introduce too many inputs.
If anyone has any ideas please reply so I can add it to the brainstorming sessions. Sharing is caring
Lastly, we onboarded Jose from Brazil who is working on the arrow functionality Welcome Jose!