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We are working with the attacking/blocking/stun system, so I'm going to do a quick write up to gather my thoughts.

Each attack has various values regarding damage and stun. For our purposes here we have a value we can call stunLength that is an amount of time that an attack can stun the enemy if it connects. For instance, a Moonblade stab has a stun time of 14 frames while a Moonblade step-back-slash has a stun time of 25 frames.

When an attack is blocked we introduce two new values. The first value is stunReflect which comes from the shield doing the blocking. The second value is stunMultiplier which comes from the inside the weapon itself. Hard shields have high stunReflect values, and pokey weapons have high stunMultipliers. These rules could break: e.g. I could make a squishy shield that sucks in an enemy's weapon or more spammy weapons like the KingsSword might stab but still have low stunMultipliers.

Anyways, the calculation for stunning yourself on being blocked is:

stunLength * stunReflect * stunMultiplier

So shields with low stunReflect will be larger shields that I want players to feel comfortable spamming AGAINST and weapons with low stunMultiplier are weapons I'd want players to feel comfortable spamming WITH. And on the opposite end shields with high stunReflect are the best blockers while weapons with high stunMultipliers will need to be precisely aimed or they'll get owned.