We are back after playtests ! DevLog #5
Author: G-DEVS.com,
published 2 years ago,
In this dev log of [b]Monsters Domain[/b], We will take a sneak peek at the player locomotion, core melee combat system, boss AI behavior, and the look and feel of the first level.
[b]We are preparing for You free prologue of Monsters Domain, remember to wishlists it now:[/b]
https://store.steampowered.com/app/2003060/Monsters_Domain_Prologue/
[h2]DEVLOG #5[/h2]
Player Locomotion
Doing a true first person setup for a game that can have multiple characters is a bit of a complex task. If this wasn’t done right whole gameplay experience will be ruined. The movement should be smooth with little or no head bobbing and players should be able to see their lower body and their shadow if the player rotates the camera in place the legs also should be turned. Apart from that, we tried to add weapon sway and a small change of field of view to really sell the immersive feel of the game.
Melee Combat
[previewyoutube=o8aZShkf0Mk;full][/previewyoutube]
[img]https://clan.cloudflare.steamstatic.com/images//38924877/d6314c6cf7740341f03428f2de2057382cc1dbca.png[/img]
The melee combat of the Monsters Domain is the heart and soul of the game. In the demo version of the game, we received much more feedback related to the combat system, and based on those ideas we defined an outline of what new combat should be.
Improved impact and feel of the combat which closely represents an actual combat scenario while keeping it fun.
Easy and lighting-fast input control system.
Adding various types of actions such as parries, counter attacks to keep the combat fresh and reward players for using them while giving players the opportunity to explore the system.
Should be easily expandable across different types of weapons (Swords, Axes, Maces etc)
Optimized and accurate weapon tracing for various types of weapons.
Advanced hit reaction system with the dismemberment of body parts (Gore system).
Based on these ideas we have developed the combat mechanics for different types of melee weapons and iterate on that until we get the perfect results.
Drake Boss AI
[img]https://clan.cloudflare.steamstatic.com/images//38924877/2226c5fc759b788cc5881497c5f2cc9292ef4d97.png[/img]
We create our first BossAI with a dragon character(Drake) that can able change attacking patterns with target movement and behaviors. For example, if the target trying to beat the boss from melee attacks. AI is also able to launch into air in place and create a shock wave that is able to push Target away from AI.also for melee attacks AI is able to fly and attack. If player uses a ranged attack AI will use a fireball attack and dodge to prevent from target range attack and while in distance AI can determine players stamina and heath it able to Jump towards the target and attack. For that, we implement Poison Trap that spawns around AI so the target can't move while do a melee attack. Light attack and Special attack Basic attack method that AI use hands or legs.
Drake AI Main Abilities :
Fire Ball Attack
Poison Trap
Inplace Wave Jump
Self Heal mode
Flying Attack
Wrap Jump
Light Attack
Special Attack
Level design 01
The first thing first we do with the level is to create the gray box model using the base object.
Here we created the basic design and flow of the first level from the beginning to the end using simple objects in such a way that the player can walk through it.
It helps us to get a rough idea of what the landscape looks like, specific locations, enemy
camps, where the enemies are, etc.
[img]https://clan.cloudflare.steamstatic.com/images//38924877/4c91b1e94443ad3efd9e106ea191f4d81c810cc1.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//38924877/4b68d438ad1ce24c6acbe83cd9c0cd09a2e00295.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//38924877/bb75c88300882a0aa6ea75ca9556006761256888.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//38924877/b929e7146a97e030f7e248c4e36f9ca77ac4f1ba.png[/img]