I just released the first version of my Sword Fight on the Heights fangame. I’m confused with them beta, alpha, early access, and fully released stuff so imma not put anything after the name.
This game is a more fast-paced version of SFOTH with the map slightly scaled up to accommodate the game’s erratic style of movement. There are also randomized events every round. The swords here are the same as the ones in the original game but I did tweak them a bit and maybe nerf one or two.
I nerfed the ice dagger by lowering its damage from insta-kill to very low to make the freezing ability more dominant. I also have no idea how to replicate Illumina’s flying ability, and so I just made it give you low gravity. I decided that the Darkheart was way too boring, and I made it turn players into time bombs upon death.
You can’t lunge so I just found different ways to have some sword abilities work
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Very cool game!
I like how fast you can go. Music is also nice.
You should add more maps that fit the style of SFoTH.
While the player is in the air and going very fast, there should be an animation where the character flails their arms around because of the speed.
The sword(s) should have at least 2 attack animations, each taking a turn every time the player clicks.
Holding the sword kinda wrong here…
The ladder(s) should have some sort of hitbox so that they can be easier to climb while coming in at high speeds.
It would be awesome if you could deflect/parry those falling meteors or pyrite enemy things!
Player character customization should save. I kept having to go back to the customization thingy every time I died.
Those are quite nice suggestions!
With that flailing arms around animation idea, I actually just wanna give the player a composed way of gliding through the air instead of looking like a guy who just woke up one day and suddenly started cutting through the air at breakneck speeds without knowing how.
I actually use an invisible truss for the ladders, but it probably is too small, so maybe enlarging it will work. I’ve always been struggling with ladders in my fast-paced games lol.
Idk if it’d be a good idea to make a parry system for them pyrite stuff. The meteors and the enemies are really fast, and I think only the most skilled people would be able to deflect them.
I’ve already thought of making different maps for each round. I’m just not sure if they should be voted or randomized.
I may be able to create saving for the character customization. However, I still gotta figure out how to save the accessories.
Oh yeah, I also just realized that wall jumping affects everyone. One player wall jumps and everybody else wall jumps, I think. Do you sometimes wall jump randomly out of nowhere? If yes, I definitely gotta go to fixing that.
Well, it is pretty hard to fight those pyrite things, and the meteors are instakill, which would disrupt gameplay. You can always just give those things enlarged parry hitboxes or something.
It doesn’t really matter whether map selection should be voted on or randomized, unless you have some sort of motive for players to pick a certain map or something.
About that last comment, I didn’t know you could wall jump! But can you jump multiple times in the air or something? I pressed spacebar while in the air and did some sort of jumping backwards dash, and could do so multiple times. Maybe that has something to do with it? The other players in the server didn’t really do a whole lotta exploration with the movement…
Oh dang. That multi-jump is the wall jump, and it is a glitch. You ain’t supposed to multi- jump lol.
There’s an invisible detector connected to the player upon entering the map. when it touches something but does not detect the touch ending, you’d be able to walk around still with the ability to wall jump anytime anywhere until you run out of wall jumps.
You can fix this by touching another object while facing it so that the detector can detect a “touch end”. I honestly don’t know why that happens, but I want it gone lol.
Oh yeah. The mechanics instructions are in the game desc.
Anyways, imma go with randomized maps so that player bias won’t “genericalize” the game. Unpredictability is cool, as I have learned from Natural Disaster Survival.
I think how the sword is held is a bug with idle actions, it’s happening to my animations too.
I intentionally set the grip to be like that so it ain’t no bug. All the slash animations are already based off of that grip so it’s gonna be hard to change them. Plus, I see roblox swords always being held that way, especially in SFoTH.
Ah, okay. I like the look of it.
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