Visceral systemic combat: how The Forged Kingdoms shakes things up

Started by Legend, Jul 07, 2020, 09:20 PM

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Legend

There are no special attacks or cool downs. Instead combat is freeform and built around player actions.

For starters, the buttons are simple:

L1=left arm attack
L2=left arm defense
R1=right arm attack
R2=right arm defense

Left joystick=move
X=jump


All of these buttons are converted into multiple actions based off context. For example running into an enemy using the left stick produces a full shove. Running into them and pulling back produces a kick. Press X and it becomes a jump kick.

Press either attack while a weapon is next to you and it's picked up as part of the attack. If the enemy is out of range for melee, the attack becomes a throw.

Hold both defense buttons to grab the enemy, and release to throw them with the joystick.


This is just a small sample of what is possible with this system. All objects can be used as weapons and everything is based off context. To help keep it under control, players have multiple combat "stances."

These stances let players control which moves can happen and which cannot. For example a non lethal stance would only do actions that keep the enemy alive. A stealth stance can keep the player crouched and silent. An honor focused stance could make the player fight clean and never throw a sword.

Players can define their own stances and freely swap from one to another.


The third and final element of combat is marking people as enemies. It is dynamic but the player can control it as well. Some stances will avoid attacks that could hurt allies while other stances do not care about collateral damage.