What Makes a Good Combat System? | Game Maker's Toolkit
3 replies, posted
https://youtu.be/8X4fx-YncqA
Honestly, a rather disappointing video, but it would take way more time to cover wide so I'll just have to accept it as it is. There's so much to consider.
Rhythm (flow of combat), and modularity (different tools working in tandem) are some of the more obscure components he missed.
Also, he skimmed through quite a sum, for example: interesting enemy designs are ones that stress players' specific skill or toolsets.
A gauntlet (one wave of enemy) shouldn't toss literally everything into the mix, but careful enemy combinations that tests player's ability to compromise and adept.
etc.
The title's also misleading, I thought it was gonna be about game combat systems in general but instead it's only about 3rd person hack 'n' slash/brawler games.
Which is fine but a little disappointing if you're like me and don't really care for those.
Yeah he should have hung in on this one or made it a multipart like he did with other big ones. He all but skipped over placement, animation, kinetic values, resistances versus weaknesses, locational effects, damage types, design of both combat and characters to just " make enemies neato", and didn't even mention feedback at all, which ss the primary reason most people come back to these particular games at all.
It's pretty clear that melee combat games aren't really his forte, and he probably should have gone for back up on picking titles, methodologies and theory.
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