Secondary mechanics - kawabart/Wodnik GitHub Wiki

Combo

Each hit, push, or grab of the enemy increases combo by one. Each combo increases resets combo timer, setting it to 10 seconds. If the timer reaches 0, combo resets to 0. If the player is damaged - combo resets to 0. Theres a combo meter on screen, showing how big is our current combo. There should be also some feedback regarding how much time till combo resets (progress bar or circle in the background that becomes smaller and smaller, etc). The bigger the combo, the more crazy the numbers should act (shake etc), each combo increase should also by accented by some juicy effects.

Hairgrab ability range increases the bigger the combo gets.

Flow state and special abilities

When combo reaches amount of 8 or higher, player enters flow state. In flow states player damage and abilities are increased. Player also can use one of the special abbilities (TBA). When player can use a special ability, the combo counter should glow and behave even more crazy. After using special ability, player needs to increase combo counter by another 8 to be able to use special ability.

Special abilities, that player could possibly use in flow state are listed here.

Hiding in shadows

Works just like hiding in water or bushes - is rather binary. Works with both primary sources of light (like moonlight or sun) and secondary, more dynamic ones, like torches that can be put out by player or carried by the enemies.

Reputation

Our killrate affects the level design and AI of the enemies.

If we're killing people:

  • more armed guards spawn across the levels
  • perhaps some traps, like snares, appear
  • random bushes are burned down
  • more NPCs are armed and vigilant
  • NPCs should comment randomly on your actions and their consequences

We can trace two values:

  • how deadly player is (how many npcs were left alive)
  • how stealthy player is (if npcs even know or believe nymph exists and is coming for them) And tweak the world state and npc dialogs based on them.