003 Trim the Fat, Sharpen the Combat

Devlog #2

As I was working through my combat prototype, I chased down a few “good idea fairies” that will need to be scrapped but ultimately helped inform my design. Before I knew it, I was adding complex movement and rotation schemes to player attack hitboxes, building a detailed enemy AI framework, and even programming an auto lock‑on feature. Chasing the good ideas helped me realize 2 fundamental things about my game design:

A sample of my messy prototype. (Reader’s note: this video has no audio.)

Key Takeaways

  1. Melee hitboxes are better stationary
    Unless you’re firing projectiles, keeping hitboxes static during an attack feels smoother and more predictable.
  2. Auto lock‑on kills the fun
    Automating the player attack direction stripped away any sense of challenge. I scrapped this prototype and am moving with more clarity in a different direction now that I’ve explored the possibility.

Plan of Attack

So after that, I decided to revert to a few steps back and try again. My focus will be on just making the player movement and attack simple and effective. Then, I will give the enemies a simple AI and fix their attacks so the hitboxes don’t float around aimlessly as they are now.

True, these may be small goals, but a series of small goals over time is how I’m going to build my game. As the saying goes: Rome wasn’t built in a day, and as our mantra goes…

BUILD ON EVERY DAY
-Ethan

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