(Core Combat) Small Update - 0.2.2
Aye everyone, and with current record time. Another update/patch is rolling out! This one isn't too large, but has a few new pieces of content, and a few changes. Along with the expected bug fixes.
Intro:
We'll just start right away for this update!
----====New Additions====----
Fireblast Ability:
We kick off this update devlog with telling you guys that you can now simulate being a fireball-shooting wizard in Kio Klash. So make sure to utilize your new fire ability! Once launched, the fireball will continually fly in the direction you shot it until it either hits a target, or flys out of the map. The fireblast is a medium price ability, and does a well amount of damage. As a well placed fireball can one-shot any Seedler!
Firebind Ability:
It's official, the first Kio Klash magic tree is complete! This means that the firebind is now a new ability the player can use in their arsenal. The ability acts as a bear trap-like device, which sits on the ground. Once planted it activates when an enemy walks over it. After activation, the result is a big bonfire that does an immense amount of damage. This can almost one shot even a breaker, but this comes at the cost of a high mana price.
Momentum Mechanic:
This is a new micro-mechanic. This mechanic was designed simply to give deeper strategy for advanced players. This by no means is required to play the game efficiently, but if used properly by the player. Can provide adequate rewards. I want to add more systems like this to give the combat in Kio Klash a "Easy to play, but hard to master" feel to it's combat. Hopefully this translates! Anyway, momentum works when a player dashes they accrue "momentum", which acts as a multiplier for any immediate attack at the end of your dash. Dashes in the previous update were changed to last as long as you have stamina. So using these two mechanics you can multiply your damage of any attack. This creates many possibilites and or strategies for combat. A good strategy I found personally, is to prolong your dash into a splash attack to combat big groups of Seedler, but you may find a different strategy, have fun!
Splash Attack:
The splash attack has now been added. This has been a planned feature for a bit, but I wanted to really get it right, and I ended up creating a whole system with splash damage in the game. This system ultimately was only possible due to the new damage system that has been created. Additionally, the splash mechanic known officially as the "collateral system" adds a lot of dynamic options for combat. It also opens the door for future abilites that use splash damage. The section below will explain the "collateral system", for those that are interested with the micro-mechanics.
The way the collateral system works is when you hit an enemy, the system will then check if there is a close enough enemy in the first hit enemy's "flank", if so, then the system will carry over the damage to the enemy behind the first enemy, and it will expend a "collateral splash" point. The system then checks the next hit enemy's flank, and this system repeats until either the "collateral splash" points run out, or the chain is interrupted by either a enemy blocking the attack, and or no enemies residing in a flank position behind the enemy you hit. The base splash ability has a "collateral splash" of 2. For future abilites this number will vary.
New Damage System:
All enemies have recieved a whole new damage system, which opens a lot more possiblites for new abilites, enemies, and just general content ideas that can actually be executed. The system took a while to implement, but has also not only opened up new possiblites for the game, but helped with general performance and optimization.
Bug Fixes:
Fixed a few lingering issues with the game. Some issues would arise within combat, but all of have been resolved, hopefully. Also, the stubborn boxing glove should be properly display when you have your finisher now.
Extras:
Wrapping up, a lot of under changes have also been made, and a lot of other specific little bugs have been squashed. Finally, a few new additions have been made that are not currently visible to the player yet. Anyway, these new features will either be released in the next update, and or will be released in the big 0.3.0! Planned next, dash gizmo operation, combat tweaking further, and just generally a new snowballed features. Till the next time, thank you all!
Sincerely, JaxLou.
Files
Get Kio Klash V.0.3.32 | BETA
Kio Klash V.0.3.32 | BETA
Pixel indie fighting game that is in development.
Status | In development |
Author | JaxLou |
Genre | Fighting |
Tags | Pixel Art, Singleplayer |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- (Alive & Lush) Minor Update - 0.2.1Jul 21, 2022
- (Rising Action) Major Update - 0.2.0Jul 13, 2022
- (Essentials) Small Update - 0.1.72Jul 08, 2022
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