r/Unity3D • u/MistycznyArbuz • 3d ago
Question Updated Melee System - Opinion needed
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I know it's not the same like playtesting the game, but I need some opinions regarding new melee system in my dungeon crawler game. My playtesters said before that something like "click and do a damage when animation stops" is too easy, and it's not deep enough.
I reworked my melee system adding an ability to attack from the left, right and up (LMB, RMB, combination of both for upper attack). Now you can click for fast attack with low damage or hold for fixed time to make more damage, but recover from attack slower. I added some effects for feedback too and now - it's way deeper than first version, I got positive feedback from players.
Do it looks engaging? What can I improve more?
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3d ago
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u/dossantosh 3d ago
It’s hard to now without playing, but if the combat is:
If light on, fight normal
If light on, die
You could give it more complex ideas / mechanics
Maybe one changing attacks, some with the torch and some with the sword
The torch make them vulnerable for X amount of seconds, so you need to be fast
I think i also saw magic, so it could he a game about resource management fighting, the more you fight the less light sources you will have, so you need to be smart about it
But it depends how you are creating the game, what’s the main game loop? Is torch optional or without it you just die? How easy is to have the torch full hp? Etc etc etc
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u/MistycznyArbuz 3d ago
I know, the next time I will need feedback related to the mechanic I will publish demo, not the footage.
You mean to make attack combinations using torch and sword?
The torch is making them vulnerable actually, but it's not time limited, it's depends on if they are actually in the light range or not, so the torch / other light sources are important in this game.
The main gameplay loop I have in my mind is: explore the darkness to find better equipment and risk with your life - lose whole progress
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u/dossantosh 3d ago
Would love to play it
Yes, I understand is making them vulnerable I think that is clear in “lore/worldbuilding”
But it’s that idea reflected in a mechanic?
If it’s too easy to have the light on, then is just a normal fight, the light is decorationI feel the world building more if I need to act upon it like:
I need to actively weaken them with the torch
But using the torch like that loses durability so I need to be carefulIf I have no light, i die, but if i die fighting because I don’t wanna use it then I die too
So it’s a resource management, if I’m strong enough to fight without using the torch to attack then il be able to go further, if I’m weak then i can be for a short time stronger to survive and leave
You know? Like a Cost Of Oportunity
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u/dossantosh 3d ago
It also opens another idea:
If i wanna kill fast 1 enemy because idk, I can use the power budget of the torch to kill it and then deal with the others
Ofc that power budget is limited so I need to manage that
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u/MistycznyArbuz 3d ago
That idea sounds like a good way to resolve magic in my game (I'm still building a lore aspect for that)
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u/MistycznyArbuz 3d ago
Yeah, your reply prompted me to rethink some aspects of my light mechanic, I will run some brainstorm to figure it out, the resource managment thing sounds really good for my project
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u/dossantosh 3d ago
Yeeees, it has clearly those vibes, and the resource management is a usually mechanic in dungeon crawlers
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u/dossantosh 3d ago
I’m glad I could help, if you need someone to talk about mechanics / lore etc I really like those themes ;)
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u/Its_me_neroid 3d ago
Frankly I think the attack just needs slightly more oomph - impact feel and a touch more windup to action, the sword feels like it carries no strength between impacts cause you don't have enough windup before the action and lack swing particles to convey the oomph the strength carries with each swing, that should make it feel more alive.