Update 0.12: Hammer Time


The third weapon has now been added to the game! The Hammer is the heavy counterpart to the "light" Gauntlets and the "medium" Blade. Originally meant to be implemented with the initial release, I felt I had to go back to the drawing board as the Hammer didn't really fit it's role in a satisfying manner. It didn't feel right to have a weapon that had a smaller, more focused move-set, and also have it strictly stick to the same "Light/Heavy" attack setup as the others. The heavy attacks were either too weak given their start-up, or too fast relative to the amount of damage being dealt.

To let the player deal massive single hits, but feel like they earned it, I looked towards a staple mechanic of action games, the humble charged attack. Of course it seems less complicated then I'm making it sound, the idea of just holding down the heavy attack button to do a cooler, more damaging attack sounds simple enough that you wouldn't think I'd have to overhaul a chunk of my input system just to allow the concept. But a couple dozen lines or code later and the game now has a charge attack mechanic!

Currently charge attacks are exclusive to the Hammer, and I intend to keep it that way so that it can own it's niche. If you've been finding the enforcers to be a pain, this weapon will let you return the favour. It's charge attacks and weapon arts will let you rack up the multikills provided you find the right moment. But with more "hectic" enemy arrangements that might be easier said than done.

With that, it's likely any additions to weapons will be in the form of changes to moves rather than any new weapons outright. I know the d-pad has space for one more, but I think all the roles are covered. If I do consider adding a fourth weapon, it likely won't be until much later in the dev cycle. Coming up next is the additions to mods and gadgets that were previously mentioned.

Files

PRDevBuild0.12.zip 65 MB
94 days ago

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