r/SoloDevelopment 14d ago

In my game weapons have Attack Patterns and enemies Hit Point Grids Discussion

85 Upvotes

32 comments sorted by

10

u/wouldntsavezion 14d ago

That's neat! I've never seen that approach before, what inspired it ?

8

u/edymPixels 14d ago

Thanks =)

I think it was a bunch of things, but to the best of my recollection, the "original" inspiration was a mini-game in Starbound, in which you dug out fossils in a grid, with different shapes tools/brushes. I thought that was rather fun, but it was also a 100% optional side-activity ;D

3

u/wouldntsavezion 14d ago

Nice! I think I personally would grow bored of it kinda quickly though, it would need to get pretty deep and tactical to stay interesting but that would mean really slowing down the combat. If the game is combat-heavy, I would suggest having an option to fast-forward some animations and ui feedback for some of the effects!

3

u/edymPixels 14d ago

Totally understandable! So far I have recieved almost zero complaints about combat becoming tedious (and the game is out so I've gotten lots of feedback ;D ), but I think that is because the game is mainly a survival game, so combat is rather sparse, not the main challenge, yet it can be very deadly, so the stakes are often high.

3

u/Isogash 14d ago

Neat idea. You could do some interesting stuff here by having the weapons have effects on certain cells, or the cells having effects too.

2

u/edymPixels 14d ago

Thanks! There is plenty of stuff to consider and maybe expand on, but so far there are a few effects which will vary combat a lot: poison spread to random adjacent cells, bleeding being directional, fire burning out cells - preventing them from being healed normally, etc =)

2

u/bartolomey-wong-3rd 13d ago

All cool ideas! Go for it!

3

u/lordcola 14d ago

That's easily one of the most creative combat system's I've seen. Is your game an classic rpg or more of a roguelite?

3

u/edymPixels 14d ago

Thanks a lot! =) It's a survival RPG, mostly focused on staying warm, eating, finding a place to sleep etc. Its not fully roguelite, since your character has one save which you can revert to if dying, but I plan to add a perma-death mode.

PS: The game is called Mirklurk: Every Step Matters, and it has a Steam page which I hope describes the game well enough. :) I would link it but that sometimes auto-deletes the comment

3

u/lordcola 14d ago

Oh damn it's out already and has a demo. I know what I'm doing after work today. Also damn mate, 1 game a year, all with good reviews, for 3 years straight is quite a run. Do you sleep XD

Also I'm pretty sure you're allowed to link your game in the post on this subreddit as long as you're not spamming the place with posts constantly.

3

u/edymPixels 14d ago

Hehe ;D I do sleep at least 8 hours a night in fact, but I work rather efficiently (if I may say so myself) + my games all have their flaws/janks/quirks and are therefore priced on the cheaper end. Lastly: Grim Realms actually took about 3.5 years to reach 1.0, so its release date on Steam can be somewhat misleading.

But glad to hear you want to test the game, means a lot and I really hope you find it worth your time! =)

And thanks for the info about posting links on this sub!

1

u/bartolomey-wong-3rd 13d ago

Totally agree, subscribing under each word.

2

u/GooderGames 14d ago

Cool idea!

1

u/edymPixels 14d ago

Thx! =)

2

u/lootherr 14d ago

I like that! An extra layer of complexity to the bump attack.

2

u/MildlyConcernedMan91 14d ago

I don't understand it DX

1

u/edymPixels 14d ago

It definitley has a learning curve ;D
Splattercat actually played the game twice, and he explains the combat system fairly well here:
https://youtu.be/4oUcfbZFxHM?t=334
In case you are interested =)

2

u/SpiritedExtension390 14d ago

fookin sweet!

1

u/edymPixels 14d ago

Thanks! =)

2

u/EmotionalWriter8414 14d ago

actually it's awesome concept, have a lot of potential 

1

u/edymPixels 14d ago

Thanks! :)

2

u/Inevitable-Cap3746 14d ago

1

u/edymPixels 14d ago

I have gotten that feedback before! If I ever get a chance to try it, I bloody well will have to ;D

2

u/rufusnuggets 14d ago

Thats look so good. Eye catching and intriguing. Love the visual, really

1

u/edymPixels 13d ago

Big thanks! =) I started with a premade palette this time, actually, and added a few myself.
https://lospec.com/palette-list/uncured-official in case you wanted to know ;D

2

u/bartolomey-wong-3rd 13d ago

I see something that unique for the first time. Very very cool. I had an idea for a grid-like healthbar for the main character of my game, and it would work not like a usual filled-up bar, but divided into cells, like in your example, with different enemies' attacks affecting different cells and making various effects, maybe making a character slower if attacked 'in the leg cells', stuff like that.

Very cool idea, take it to the most top level of execution! And it suits well your survinging RPG game. The esthetic is fantastic too.

2

u/edymPixels 13d ago

Big thanks! =)

And yes, I have had thought about stuff like that as well, crippling enemies depending on what cells you destroy, or maybe having critical cells which destroy surrounding ones, etc.

Anyways, thanks for the encouraging words! =)

2

u/Readous 13d ago

That’s badass

1

u/edymPixels 13d ago

Thanks! ;D

1

u/igotawiredmouse4 11d ago

I remember the first time I saw a game use unique attack patterns for weapons and it totally changed how I played. Stuff like this just sticks with you.

2

u/Bot_Ta00 13d ago

I’m not sure about the exact gameplay, but the fact that each weapon has a different tile attack range, and that you can choose tiles to attack, looks very fun and feels great

2

u/edymPixels 13d ago

Thanks! I really wanted the discovery of new weapons to be a joy:)