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Although this is not a complete list of Combat designs, these are the ones that I am most proud of. This page includes skills and combat designs.

Project Mystic - Combat

Summons

The combat centers around magic use and summons. The player can summon 3 different monsters to help, a mini rock monster, a giant plant monster, and a giant tree monster. The plant monster fires rocks when enemies are within range. The mini rock monster patrols the general area and attacks any enemies around. The giant tree monster attacks enemies and heals the player when their hp gets low.

Magic Attack Combo

Project Mystic - Enemy AI

Each enemy has its own AI design. Some enemies go directly for the player and some enemies randomly go for the player or the tree. When an enemy is within range, they attack. When specific enemies get down to a certain amount of hit points, they summon reinforcements to help.

Iconic Burglar - Combat Rapid Fire

Rapid Fire

Drone Stealth Kills

For the combat design, I gave the player a rapid-fire ranged attack fired by a drone. For each shot that hits an enemy, the drone charge bar increases. For each level gained, the amount of shots fired will increase. When the level gets high enough, another drone will appear, doubling the fire rate. While idle or if the player misses the shots, the drone charge level decreases. The player can also fly the drone manually for a more stealth kill. I only gave the player a total of 15 shots so the player has to rely on stealth more than just using arrows to get through each level. There are homing arrows that search out the nearest enemy, fire arrows that explode nearby arrows and enemies, and sniper arrows that travel a far distance and at greater speed.

Iconic Burglar - Attack, Lock on, Dodge, Finisher

Attack Sequence

For the combat design, I created a 6-hit combo for the character, a directional dodge, block, parry, and finisher. Although stealth is recommended, the player can attack to destroy targets. The player also has the ability to dodge in different directions when locked onto a target. The player has the ability to block and parry, and when a parry is performed, the enemy's attack is deflected and the enemy is left open for an instant death finisher.

Block, Parry, and Finisher

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