I have been working on trying to build a combat system that’s in-depth but also trying to fulfill my goals
- Forcing the player to constantly mange their resources
- Making the player more creative with their approach
- Giving the player options even in dire circumstances
(Below is just copy and pasted from a google doc)
Guns
Resource: Coins (1 Coin = 1 Bullet)
Resource Generation: Coins are earned by dealing or absorbing damage up to a specific threshold through actions such as slashing, parrying, throwing weapons, or any damage source that involves your sword.
Usage: Spending Coins allows the player to fire a corresponding number of bullets.
Counterplay: Gunfire can be parried or interrupted by dealing damage to the attacker.(this is just for multiplayer only dont really consider it)
Overdraft Mechanic: Drawing too many Coins at once triggers fatigue or Overdraft. Overdraft is when your gun starts to cost more coin (+1 for every shot when fatigued, ex. 1, then 2, then 3) but also starts to diminish style and not give it as much. To counter Overdraft, you need to stop using your gun, and to speed it up and get rid of it just use outside damage sources like you would normally use to gain coins.
Style Meter Interaction: A higher Style Meter accelerates Coin accumulation, making drawing weapons easier; however, it also increases the frequency of Overdraft based on the value spent.
Swords
Resource: Sharpness (value range: 0–100).
Resource Generation: Sharpness is gained by dealing non-slashing damage within a short duration or a cooldown, through actions such as kicking, using your gun, and throwing your weapon (since you can’t slash without it).
Weapon throw:
Sharpness is granted only when the thrown weapon hits an enemy. A miss earns nothing.
The gain is a flat value per hit, so it doesn’t shrink when the throw’s damage is reduced at low Sharpness.
Hits on the weapon’s return path, and hits on the environment or explosions caused by the weapon, grant 50% of the flat value.
Multiple hits from one throw diminish by cumulative hit count: 100% → 50% → 25% → 10% → 5% (minimum).
The weapon returns to you after a set time. You can kick it back sooner, which grants no resource.
Missing a throw at zero Sharpness is intentionally harsh. The player keeps kick and gun as options, but has to play cautiously.
Usage: Actions such as slashing and parrying all spend Sharpness.
At zero Sharpness you can’t slash.
You can still parry, but it deflects only 50% of damage (instead of 100%) and doesn’t send projectiles back. This means you can now die instead of parry being your ticket out of damage.
Throwing your weapon still works but does less damage.
Parry rules: Swords can parry. Missing a parry costs stamina and Sharpness, with less Sharpness lost at higher Style.
Style Meter Interaction: Unlike Coins, Sharpness is not strongly affected by Style. At maximum Style, Sharpness costs are reduced by a maximum of 50%.