Project SpookyQuest, aims to dive deep into the dreams of the world of Elysis. Dream worlds filled with monsters and lost souls are pried open for dissection. What exactly does it take to conquer the nightmares of the Verfir? Be wary though, dreams may come true.
A massive update to the combat system. A look at some of the new features of the game as well as a look at what's ahead.
Posted by Fervir on May 31st, 2013
So about five months in with working with SpookyQuest, I had run into the problem with having too many keys to keep track of. At the time I ran into this problem there were 5 ways to attack enemies. Sword, boomerang, bomb, arrow, and shield, so that's 5 keys there for all of the attacks. There was also a need to quick switch between the different main weapons by pressing 1, 2, 3 or 4 which brings the total to 9. Don't forget the movement keys, the sprint, the pause button, and the interact button. That brings the total now to 16.
That was way too much, so I started to try and work on a solution, and it almost came to me instantly.I had to make an equipment menu. I replaced the pause button with a menu button and I got to work on it, adopting a 1 main weapon, 3 sub weapon and 1 misc item system where you could go to the menu and switch out your weapons as you pleased.
I eventually got it to work after a few days and was wondering how I could put that misc item slot to good use. My first thoughts were things like potions and keys, simple one time use items and it was, I'd say alright, but then I had an idea that would push the combat to the next level.Passive/Active items.
These items at first were pretty simple, you had your active items like the potions and keys and then you had your passives like hp regeneration, faster running speed. I then had the thought of something around, "what if these items changed the way your weapons worked?" From there, things started getting a little complex. Next came things like, faster arrow shooting to triple shots, remote bombs, auto targeting boomerangs, bombs that leave patches of fire behind and fire attacks.
I was then thinking how amazing it would be to have two item slots because some item combos would work so well together, so then I switched to a 1 main weapon, 2 sub weapon and 2 passive/item system and I was extremely pleased with the results that I got.
Here are some examples
There's the Magma D'Altimi + Focus bracelet combo which gives your sword a chance to shoot a projectile that can light enemies on fire with each swing.
The RedVulsin + Remote detonator allows you to detonate all your bombs at any time, with an extra effect of covering the ground with fire damaging anything that didn't get destroyed by the initial blast.
There's also the TriShot + Quiver combo that lets you shoot three arrows in quick succession.
Big deal, I can shoot 3 as well
I ended up adding over 22 items since the last demo, and it all worked perfectly thanks to the equipment menu.
Now that I feel like the combat has a good amount of meat on it, it's time to work on the dungeoneering aspect of the game, which will be the true core experience of this game.
Here's a little preview of the dungeon map so far.
It has about 33 rooms to explore with secrets and hidden puzzles so far scattered around on most maps. There's an emphasis on light in most of the puzzles and has some solutions that require you to use your sub weapons.
That's all the news I can come up with for now, so until next time, and thanks for reading.
Oh, and there will be a demo up very soon, so be sure to check it out when it lands.