So I was drawing up ideas for a melee combat system some time ago.
I figured my biggest goals in creating one were:
- Easy to Learn, utilizing as few keys and states as possible
- Being smart and skillful is important, experience makes a difference
- Avoids spamming attacks
- Functions as a good basic combat system, which future additions can take advantage of to create new playstyles and advantage-disadvantages
And so for now I have my first system.
There are only two controls: LMB and RMB. Combining these and timing your use of them leads to different results. This checks off Easy to Learn (the controls at least) and experience difference (knowing when to use what combination).
There’s also a stamina bar, which obviously when it’s empty then no actions are possible. Actions like attacking or being attacked while blocking consume stamina, and parrying an attack (done by attacking as your opponent is in the pre-attack animation) regains some stamina. This solves the spamming attacks, since actions have an eventual limit.
This I figure is a good basic system, and later I can add abilities which don’t consume stamina or parry-stun without the need to time.
But then I think of other systems which seem to work.
Most FPS games have one simple attack, usually using knives. Some games use multiple abilities or skills or items and combat is achieved by combining these. A few I’ve seen work with light and heavy attacks, and possibly also by altering the direction of the attack. And one or two was something like charging up your one attack and the damage dealt was based on that charge.
And now I’m in question of what makes a good melee combat system. I know it’s different for every game, what each game wants to focus on and how the game wants combat to be. In mine I want melee combat to be just as interesting as ranged–in tactical shooters different weapons specialize in different situations and the slight change in stats allows players to choose weapons that suit their playstyle.