Game Mechanics: Difference between revisions
Created page with "== Attacks == All melee weapons use a '''three-animation attack cycle''' that progresses with each swing or stab. This cycle is persistent, so your weapon will remain on its current animation even if you sheath it, only resetting back to the first animation when you die or reset your character. Furthermore, if an opponent blocks or parries your attack, it will cause your weapon to advance to the next animation in the sequence. == Stamina == Stamina is a crucial resource..." |
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== Weapon Types == | |||
There are two types of melee weapons: bladed and blunt, each interacting with armor differently. Bladed weapons, such as swords, will typically have their swings deflected by plated armor. To bypass this defense, you must use the half-sword stance, to pierce through the gaps in the armor. In contrast, blunt weapons completely ignore the armor's plating and will always land their hits. | |||
Ranged weapons are not yet implemented in the game, but future updates may include bows, longbows, and crossbows. It's anticipated that these weapons will introduce specific ammunition types, each with unique characteristics, such as the ability to pierce plated armor. | |||
== Attacks == | == Attacks == | ||
All melee weapons use a '''three-animation attack cycle''' that progresses with each swing or stab. This cycle is persistent, so your weapon will remain on its current animation even if you sheath it, only resetting back to the first animation when you die or reset your character. Furthermore, if an opponent blocks or parries your attack, it will cause your weapon to advance to the next animation in the sequence. | All melee weapons use a '''three-animation attack cycle''' that progresses with each swing or stab. This cycle is persistent, so your weapon will remain on its current animation even if you sheath it, only resetting back to the first animation when you die or reset your character. Furthermore, if an opponent blocks or parries your attack, it will cause your weapon to advance to the next animation in the sequence. | ||
Revision as of 23:35, 19 September 2025
Weapon Types
There are two types of melee weapons: bladed and blunt, each interacting with armor differently. Bladed weapons, such as swords, will typically have their swings deflected by plated armor. To bypass this defense, you must use the half-sword stance, to pierce through the gaps in the armor. In contrast, blunt weapons completely ignore the armor's plating and will always land their hits.
Ranged weapons are not yet implemented in the game, but future updates may include bows, longbows, and crossbows. It's anticipated that these weapons will introduce specific ammunition types, each with unique characteristics, such as the ability to pierce plated armor.
Attacks
All melee weapons use a three-animation attack cycle that progresses with each swing or stab. This cycle is persistent, so your weapon will remain on its current animation even if you sheath it, only resetting back to the first animation when you die or reset your character. Furthermore, if an opponent blocks or parries your attack, it will cause your weapon to advance to the next animation in the sequence.
Stamina
Stamina is a crucial resource that dictates your ability to perform various actions, including swinging your weapon, blocking, kicking, rolling, dodging, and running, all of which will deplete it. This system also works defensively, as an opponent's swing that is deflected by your armor, weapon or shield will drain their stamina. You must manage this resource carefully, as blocking an attack with very low stamina will cause you to be disarmed. Your current stamina level is displayed as a vignette effect around the screen; the darker and more widespread this effect becomes, the less stamina you have. To regenerate stamina more quickly, you can lift your helmet's visor.
Blocks/Parries
Blocking will stop your opponent from landing a hit. A perfectly timed block, called a parry, will cause your opponent to flinch backwards, leaving you a short window to fight back.
Armor
Armor determines your character's total health points (HP) and provides protection based on its level of plating. The more plated your armor is, the more likely it will deflect standard attacks from bladed weapons. However, this defense can be bypassed; a bladed weapon used in a half-sword stance will pierce through the plating's gaps to guarantee a hit. Furthermore, blunt weapons completely ignore the plating effect and will always land their hits.
Kicking
Landing a kick to your opponent will cause them to flinch backwards, leaving you a short window to fight back.