12-24-2010, 08:42 PM
Thanks for the input, guys! Yeah, the platforming is intentionally like that, because I really wanted the character to be able to maneuver quickly and classy-like during combat. Also, the parts with tall buildings, rafters, and long stretches make that kind of acrobatic gameplay necessary.
Regarding the combat, it may seem bland now, (and of course, I'd love any and all criticism about the moveset and how it can be improved) but one of the key parts of performing the attacks is combining it with acrobatic moves to pull off some cool stuff. For instance, you could hurdle over one enemy, fly-kick into the next one, and transition into a slide to take the third one from behind. The moves are also going to fluidly go between one another. At the height of an uppercut, for instance, you could either bring your knee up to send the enemy flying, or clasp your hands together to slam the enemy to the ground. I want the fisticuffs especially to feel both authentic and satisfying.
Please, any more comments would be welcome as I work on the swordplay and gunfighting elements of combat.
Regarding the combat, it may seem bland now, (and of course, I'd love any and all criticism about the moveset and how it can be improved) but one of the key parts of performing the attacks is combining it with acrobatic moves to pull off some cool stuff. For instance, you could hurdle over one enemy, fly-kick into the next one, and transition into a slide to take the third one from behind. The moves are also going to fluidly go between one another. At the height of an uppercut, for instance, you could either bring your knee up to send the enemy flying, or clasp your hands together to slam the enemy to the ground. I want the fisticuffs especially to feel both authentic and satisfying.
Please, any more comments would be welcome as I work on the swordplay and gunfighting elements of combat.