Devlog #10 - Combat System part 1.

Knights & Outlaws

Defeat the Fate and become a knight, despite your lineage. Face the world's absurdity and other knights (as well as outlaws) in tournaments to prove yourself as the noblest knight in the kingdom.

[h1]Greetings Knights![/h1] We are currently working on our Combat System, World Design and a lot of back-end stuff development, sometimes called invisible upgrades. Today we will talk about Combat System in our game. It went through several iterations and changes, but we believe we are on the right path now. Currently, we implemented the basics of the system. The game appropriately reacts to commands, and when it hit enemies, they are receiving damage and dying. It works for enemies connecting their weapons to our Knight as well. We have an intriguing idea for our Combat System to stand out from other, similar games, but we need to connect several mechanics first, and that is a work in progress for now. Sadly there are only a few ways to make FPP melee combat in a game, so at first, ours might reassemble one from the Mount and Blade, or Kingdom Come: Deliverance series, but it's because we didn't implement everything yet. Some similarities are inevitable, though. Overall it will be slower and more tactical than MnB, with several extra twists. We don't really want to overcomplicate it KC:D way, neither (but we think it is a great Combat System!). We will share more about it when it is ready. [b]The basics of combat are simple and based on four directions of attack.[/b] [previewyoutube=nydLDyRYWgU;full][/previewyoutube][i]Attack animations are placeholders and will be changed. The system behind it works great so far.[/i] The player can choose attack and defence directions both by mouse and keyboard depending on the Player choice. [b]Defence follows the same rules, see shield example below.[/b] [previewyoutube=3WTbATXpo8E;full][/previewyoutube]Again animations will change soon. For now, we are focused on a good working back-end of combat. Despise the popular theory of Knights being slow in their heavy armours. We know it wasn't a matter. Well trained knight was much quicker and nimbler than most unarmoured but untrained people. In our game, knights will be able to side-step/dodge. [previewyoutube=ZwyHwbXabwY;full][/previewyoutube][i]We will limit this with some sort of Stamina system.[/i] We also implemented an enemy targeting system. It's not necessary to use but very helpful in various situations. It would be awesome to hear Your opinions about it. [previewyoutube=PQc7yUyXiqs;full][/previewyoutube][i]Fun fact, enemies are running away on low health[/i] Slowly but steadily, we are closing to the promised graphical quality of the game. Animations need a lot of work, and we will share progress in future Devlogs. We are pretty happy with our World Design so far. We are also constantly testing and bug-fixing the game. Below You might check our recently killed bug. We found it hilarious, so we would like to share it. There is a sample of game soundtrack as a bonus :) More content in future Devlogs. Feedback is welcome, so leave the comment or join us on [url=https://discord.com/invite/GTyR9ZC]Discord Server![/url] [i]Yours - Hydragon Knight Simulator Team[/i] [url=https://discord.com/invite/GTyR9ZC][img]{STEAM_CLAN_IMAGE}/35443403/52497a1f0c092fe2a8641fffd731d9e9cfe72952.png[/img][/url] [previewyoutube=3vuPhfGcvYQ;full][/previewyoutube] https://store.steampowered.com/app/1122230/Knight_Simulator/