Combat mechanics, Mini-games and Familiars

Published July 16, 2019
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Combat mechanics

This was a bit of a headache, as I really wanted to do something different with the current combat mechanics. Using only the mouse, two or maybe three buttons, is--to put it simply--boring as hell. It requires little to no effort and provides almost zero engagement (especially these days). However, to counter this I could've used all kinds of keyboard wizardry, but I didn't want the player to learn tables upon tables of possible combos; that is a big No bueno for me. Instead, I did what every sensible developer would do: I stayed true to the mouse . . . Except, with a twist: You see there's this concept of doing gestures with your mouse, which I wish to utilize. Different movement/combat options would be available via this route (unless you really wish to stick to those two mouse buttons), and would either be two or three deep in execution [meaning that it would require two or three gestures, before a command would opt in]. This would be, of course, customizable and freely adjustable. And to top it off, would implement the option to record macros, so that you could bind those to your newly found mouse gestures.

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Mini-games

Wish to use some form of mini-games, and puzzles throughout the game, to enhance the experience. That being said, it would not be implemented in mundane tasks, as I want it to remain special enough, to not to wear out the player with the same thing over-and-over. So these events would either be a one time use only, or would be triggered in special occasion (for now, unless I come up with a solution, to trick you into thinking of having a different experience each time you use the same puzzle).

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Familiars

Ah yes! The journey is long, and you shouldn't walk it alone. Period. However, I'm not just talking about those usual human companions. No-no-no! There's much more to explore out there: domesticated animals and magical creatures of all sorts (#TownMusiciansOfBremen perhaps?). Optionally, they all would have a special trait, to ensure their uniqueness; provided those abilities are above the minimally required for combat: Don't want to force the players to choose one familiar over the other (if they favor one), just because they are weaker (unless improperly leveled). [Side note: Might still keep the notion of just "having" pets, Who knows?]

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