IN THE LAST VIDEO I TALK ABOUT RESTARTING THE COMBAT SYSTEM… DON’T WORRY, I DIDN’T DO IT AGAIN. SINCE THEN, I’VE ADDED A FEW MORE THINGS:
BLOCKING: YOU CAN NOW BLOCK!!! NOTHING CRAZY, I KNOW. HOWEVER, BLOCKING NOW HAS A NEW MECHANIC, BLOCK CHARGE. DURING THE PLAYTEST, A FEW PEOPLE MENTIONED THAT BLOCKING WAS A BIT OVERPOWERED, SO I BASICALLY ADDED STAMINA TO BLOCKING. UNLIKE THE PLAYTEST, BLOCKING ISN’T TIED DIRECTLY TO STAMINA CONSUMPTION. BLOCKING AN ATTACK STILL CONSUMES STAMINA, BUT NOT NEARLY AS MUCH AS BEFORE. THAT’T BECAUSE NOW, BLOCKING AN ATTACK WILL REDUCE YOUR BLOCK CHARGE. ONCE YOUR BLOCK CHARGE REACHES 0%, YOU CAN NO LONGER EFFECTIVELY BLOCK ATTACKS.
LET’S GO A LITTLE DEEPER INTO THE SYSTEM. IF YOU BLOCK AN ATTACK WORTH 25 DAMAGE, 25/100 BLOCK CHARGE WILL BE REMOVED. WHILE BLOCKING, BLOCK CHARGE WILL NOT REGENERATE. ONCE YOU LEAVE THE BLOCKING STATE, A TIMER WILL START AND AFTER 5 SECONDS, THE BLOCK CHARGE WILL START TO REGENERATE. IF YOU BLOCK AT ALL DURING THIS TIMER OR REGENERATION STATE, THE TIMER WILL RESET AND REGENERATION WILL STOP. HOW IS STAMINA AFFECTED? 25% OF THE DAMAGE BLOCKED WILL BE REMOVED FROM THE PLAYERS STAMINA. SEE, IT’S NOT THAT BAD.
STAMINA: STAMINA FINALLY WORKS PROPERLY! SPRINTING NO LONGER REDUCES STAMINA; ATTACKING AND JUMPING STILL CONSUME STAMINA.
IMPROVED AI: AI ARE NOW SMARTER THAN EVER, INTRODUCING STRAFING AND HIDING BEHAVIORS.
NAVIGATION: ADDED A COMPASS THAT POINTS NORTH. FUTURE UPDATES MAY ALLOW IT TO POINT TOWARD OBJECTIVES.
INVENTORY SYSTEM: STARTED WORK ON AN INVENTORY SYSTEM. EARLY WEAPON INTEGRATION, 3D VS 2D UI STILL UNDER DESIGN.