I need general guidance for a system for a game I’m working on. The goal is to have a lot of skills while limiting how many key binds a player has to keep track of. I’ve decided to use 2D fighting games as a reference point for this, having a combo of movement directions followed by an attack causing unique skills to be used.
Generally speaking, implementing such a system shouldn’t cause much of an issue. My main concern rather comes from implementing such a system into a 3d game. How do we know when a player is trying to input a combo vs just trying to move around? How do we prevent people from just making macros?
I’ve considered making attacks come out upon releasing your mouse rather than clicking, but that seems like it would make the game feel less snappy, which is undesirable in a fighting game.
So I’m wondering if anyone else has suggestions or examples of games that use such a system in 3D that could help mitigate these issues.
I do think the attached image could be a better place to ask…
Prevent macros:
Using debounces.
Detecting the players cps.
Limiting NO. attacks in a certain timeframe.
Allow parrying/blocking to be deflectable, e.g: Kick/Punch something close quarter.
Quite a hidden game but it has the issue of money making isn’t that easy for new players:
In this game you have to pvp with people to make money and therefore upgrade/get different weapons.
The game is pretty straight forward just a standard 1v1/2v2 game that gives you money if you kill your opponent, it forces you to learn the mechanics straight away.
Pros and cons, it has to reach the right target audience. (Very small) for this games design.
if u find my suggestions helpful pls solution it, beaucoup d’amour <3
This game doesn’t seem to contain the kinds of combos I’m referring to in this post at a glance. For clarification, I’m referring to inputting a string of movement inputs followed up by attacking to trigger a skill, not using specific attacks in a specific order in order to maximize dps and stun time.
I considered putting it in game design but I think I’d get better answers asking here since this is more of a technical question about the implementation of the system rather than the system itself
Match unique rhythms of music to launch different combos/attacks.
If that’s the case you’d need to think of:
Different combos/attacks based on the theme of your game.
Special effects for doing harder combos / and or unique animations.
Would they do different effects? Like stun, freeze, launch, anything special that makes the harder combos (or movements) different to standard movement/combos.
How will/can this make the game unique and not too hard to understand/learn?
These are just a few ideas from what I’ve gathered so far…
That game seems to be using combos in the style of mixing light/medium/heavy attacks in specific orders to perform different moves. While that is present in some fighting games, the type of combo I’m referring to is very specifically inputting a combo before an attack, usually via movement directions, then finally pressing the attack button. Rather than extending attacks by chaining multiple inputs together, we’re entering a combination to use a skill.
Basically, “left right up up click” could be a rapid lunge attack that could otherwise be mapped to the “E” key on other games. The main benefit of doing it this way is allowing large quantities of skills without having excessive key bindings – you can instinctively use all of your skills simply by building a little muscle memory.