First-person action game, project codename is Citizen Pain.

Post news Report RSS Citizen Pain | First Person Action Prototype | New Gameplay Mechanics | Devlog #12

Since last month, I've begun implementing new gameplay mechanic.

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Since last month, I've begun implementing new gameplay mechanic:


- Healing Mechanic:

- I've introduced the use of healing, which restores approximately 1/3 of the player's health.
- An UI indicator displays the number of healing potions available (starting with 3).
- There's a startup animation before the healing takes effect.
- Once potions are depleted, players can recharge them by executing a backstab or frontstab on an enemy.

- Enemy Stagger Mechanic:

- Enemies can go into a stagger state before dying.
- Attacking a staggered enemy automatically triggers a frontstab (or a backstab), useful for recharging potions.
- The probability of causing an enemy to stagger is low (around 10%).
- Enemies remain staggered for only a few seconds, and if not attacked during this time, they recover. This can add complexity to frontstab attempts when facing multiple enemies simultaneously.
- Upgrades will offer the chance to increase the likelihood of causing an enemy to stagger.

- Backstab and Frontstab Conditions:

- Backstab and frontstab moves are executable only when the enemy's health is below 50%.
- An icon appears next to the enemy's health bar to indicate its vulnerability to backstabbing.
- This mechanic aims to mitigate the exploit of circling around an enemy and eliminating it with a single blow, encouraging more face-to-face combat.

- Invisibility Cloak:

- I've implemented the Invisibility Cloak, rendering the player invisible to enemies.
- The cloak is removed after 10 seconds, upon attacking an enemy, or sustaining damage.
- The cloak can be recharged by killing enemies.
- This mechanic offers the opportunity to stealthily attack and eliminate enemies or skip an area (in case an enemy is too strong).

There are still more mechanics I plan to implement, including Possession (already in progress), where the player can control possessed enemies and use their attacks against other foes. I hope to showcase updates on these new mechanics soon.

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