The Future


So I have finally figured out how to further develop the "ALS Combat Demo" (working title that definitely needs to be changed).
But first a little update of what I have been working on recently:

I was not very happy with the current parry implementation that requires a timed block to execute a parry.
I am currently reworking the parry system so that a parry is triggered by a perfectly timed dodge instead. This enables greater mobility if desired and separates the block from parry so if you are blocking or parrying is now a gameplay choice for players.
Blocking is the safe option to avoid damage but at the cost of the "balance" recourse. Dodge/Parry will reward extra balance when parrying an enemy attack.
Additionally enemies will get staggered if you parry certain weak attacks, this is intended to counter very fast attacking weapons by making them more vulnerable to parry disrupts.
Additionally I am also implementing heavy, unblockable attacks that have to be parried and will be clearly signaled to the player.
In the video you can see a first prototype of the system in action, the animations are not that great and once the new system is implemented I will have to update the tutorial video thats why I'm not publishing it yet.

So about the Future...

I'm planning to turn this into a "real" game and I think I have found a way to keep the scope in check so its something I can deliver just working by myself.

A singleplayer-extraction-slasher. Basically imagine single player Tarkov or Zero Sievert but with swords. Your task will be to infiltrate a map filled with enemies to gather valuable loot from them and extract out of the map without getting killed. That loot is so valuable because if you die, you loose everything you are currently carrying, including your equipment.

Outside of the map you will have a metaprogression with quests & crafting that will help you slowly craft better and better gear that will allow you to eventually take on even the toughest foes.

This should allow for some decent replay value and also present a good base to keep adding new features onto like additional skills and systems like stealth, AI companions, ranged combat and more.

As part of that transition the game will eventually no longer be free, but I plan to keep it at a price that reflects the amount of contained content, probably in the foreseeable future it should not surpass the price of an average Starbucks coffee.

With all that being said, please keep in mind that I'm doing this in my spare time after work, so the pace of updates will  be very slow.

Get ALS Combat Demo

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