C-C-C-COMBO SYSTEM! Part 1

Ok, now this is starting to look and feel more like a game. The combo system has been added to the game in a basic, minimum viable product sort of way. Just the minimal amount necessary to demonstrate the idea has been implemented. The code is still a bit of a mess and some refactoring is certainly in order but there are too many ideas to get out. Some other UX improvements have also been added.

Dragon Drop

The ability for a user to drag and drop (I prefer to call this Dragon Drop) cards during combat has been added, making for a much more fluid combat experience. Cards are now flicked at the enemy portrait in order to use the card. This flicking motion lends itself towards faster card plays which feeds into the combo system.

Combos

The idea is relatively simple, all cards are given a color and most cards have a Followup Combo Color. When a card is played and then the next card played is the color of the previous card’s Followup Combo Color the player’s Combo Points are increased. The player can continue to rack up combo points until the combo ends. A combo ends either through the use of a Finisher or by being interrupted. A combo can be interrupted either by the player not following up a card with a card that is not the Followup Combo Color or by being attacked by the enemy.

Finishers

Finishers are almost the same as Followup Combo Colors. Where most cards have a Followup Combo Color, many of them also have a Finisher Color. When a card with a Finisher Color is played and then followed by a card that is the color of that Finisher Color the combo is completed granting the player bonus damage and/or effects. The player’s Combo Points are then reset and a new combo can begin.

sweetCardArt
Early card examples showing card color, name, Combo Color and Finisher Color.

 

Next time we’ll cover how combos can be interrupted and all the terrible things that take place when that happens.

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