Combat systems

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First of the many gameplay videos for Neon Valley: Revenge. With this, I wanted to showcase the combat mechanics. But there is more than what the video shows.

There are six item types that can be taken on the battlefield. These are meant to give the player the variety of functions to build their own unique playstyle. On top of this, there is shoulder switching and changing 3rd/1st person. The POV switch will make more sense with the addition of melee weapons. But that’s for later.

 

So let’s break it down a-la The Workshop style

 

Primary

Designed as, yep you guessed it, the primary weapon for users. These pack the most damage, usually a slower fire rate and the main classification for your role. I am trying to avoid the notion of classes but if there is one this is the main factor. Right now there is a combat rifle and a shotgun. The next weapon I am working on is the railgun which will function as a sniper rifle.

Designed as, yep you guessed it, the primary weapon for users. These pack the most damage, usually a slower fire rate and the main classification for your role. I am trying to avoid the notion of classes but if there is one this is the main factor. Right now there is a combat rifle and a shotgun. The next weapon I am working on is the railgun which will function as a sniper rifle.

 

Secondary

The secondary weapons offer the players versatility in their combat effectiveness. For example, when taking a slow fire rate weapon such as the sniper, a great combo would be the SMG. It has significantly less damage but makes up for it in fire rate. Secondary weapons are meant to bridge that possible gap when in tough situations so choose one that complements your set well.

 

Movement utility

This gadget is aimed at easier/safer traversal of the landscape and effective manoeuvrability. These would include gadgets from speed boosts, invisibility, jetpacks and more. For the short term, I am focusing on a deployable boost platform and either invisibility or some kind of juggernaut-esque unstoppable movement.

However, currently there are only one of these movement items and it is the grapple hook. Able to grapple on to walls and enemies, pulling you closer to each other.

 

Defense utility

SHIELDS!! Ok not just shields, but generally variations on that idea. There are deployable shields, deployable platforms that function as shields and pulse “clear” like in the classic Danmaku bullet hell games.

 

Grenades

The player gets 2 slots for grenades. But they aren’t your simple frags or smokes, even though those are two of three that I have in the game. The third being the teleport grenade. It teleports you to the position of the grenade after a few seconds and if an enemy is in the same location it will “Tele-kill” blow you up from the inside matrix style.

 

 

Bonus clip

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