YoungBuck$ Combat Design - Devlog #2 - Slight Change of Direction
- Steven Pasinsky
- Nov 5, 2023
- 2 min read
Updated: Mar 4
🧭 Overview
While last week involved plunging straight into the GAS system🚀, it didn't make me a pro. I kept working on understanding it better this week💡, along with some time spent working on other projects.
⚒️Work done
This week, Young Buck$ convened and learned about the ability system plugin that a teammate found for us to use🎉. Last week, I implemented a dash, but it would only go in the direction of the character mesh. This week, I changed the behavior so that it's based on the input direction✨. This way, players can do directional changes instantly if they so desire, since committing to one direction and having to finish the entire combo in that direction felt counterintuitive to our combo-based vision:

I found that this dash had a similar to the dash found in Genshin Impact🎮. Which made perfect sense since one of the games we strived to emulate the feel for was Zenless Zone Zero🤔. I felt that our dash should blend into our existing sprint mechanic🏃♂️ - letting the player sprint seamlessly after dashing.

I also added a basic cooldown⏲️ (which was much harder to implement off the bat than I thought it would be).

Also, since I didn't get a screenshot of it, here was a really early version of the dash attack⚔️:

The goal here was to give the player an alternative to the light attack and offer a more movement-based method of attacking, which most games tend to implement anyhow🤺. In this game, it would specifically test spacing and timing, so it wasn't a default option. Offering more combo options was paramount to achieving the gamefeel we were targeting of combo-heavy, timing-based skill checks🎯.
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