From Gamepad to Sword: The quest for a good game feel in combat systems.

Abstract

This document is a research on how to design and develop a combat system which generates the best user experience possible. It consists of two parts. In the first part some mechanics and other common gameplay elements which are found in many famous combat systems will be described. It will be seen their purpose and how they vary depending on the game and context. Then, some of the most famous action and rpg games from the last decade will be analyzed to detect which of them are used and how. The second part describes the design and implementation which have two aims. The first goal is to create a functional combat system which has enough movements and elements to make the player feel that they have the control of the fight and that they can do what they would normally expect in a conventional action game. This combat system has been made as expandable as possible, which provides a good flexibility to add it to a different game or project and adapt it to the project’s needs easily. The second aim is to polish this combat system with some elements that will increase the player's engagement and satisfaction while they are playing, guaranteeing that if this combat system was included in a game, the player would come back to the game later to keep playing just to fight again

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