Today we are going to tell you about our work on the combat system in Lost in Sky.
In this update, we stuck to several basic ideas:
- Making the combat more realistic and spectacular;
- Making the battles more dynamic and aggressive;
- Encouraging player’s quick reaction and turning down the reluctant playstyle.
Here’s what we implemented:
Characters’ basic and power blows
The new animations made the combat even more realistic. Roy puts all his bodyweight in a sword blow, and Eileen bends her bow with all the might. Attacks look sharper, swifter, and more threatening than before.
However, we wouldn’t want to turn the game into one big hack-and-slash no-brainer. Characters stop after dealing a blow or shooting an arrow. This encourages the player to watch the attack timers and choose the exact moment to deal another blow. We’ll be monitoring this mechanic and fixing it if needed.
We had to redesign the stamina system to support the rapid combat. Now characters consume stamina very quickly, but it restores in no time.
Each character now has a unique, specific blow:
- Roy makes a short dash to zip between the targets in combat;
- Eileen’s dash has become longer. Now she can jump forward and shoot the enemy that’s following her.
In addition, all dashes now consume less stamina, and you can use them more often.
We speeded up the gameplay and the characters, so we couldn’t leave the monsters behind. Their cooldowns and behavior were upgraded and enhanced. Now they can run faster and hit more accurately.
Moving is living. With the new rapid gameplay, our players have a real reason to live up to this slogan!
We’ll see you soon!
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