I think that that with the current combat system, nothing really feels like a significant upgrade.
Because the scale is so small, the difference between killing a mob with a Stone sword and an Iron sword, or an Iron sword and a Diamond sword is only 1 or 2 hits at most. I think to fix this and make getting weapon upgrades feel worth it, Mob health should be around the 50 - 200 range depending on the mob, maybe passive mobs could have only 16 - 32. To make this not be terrible, Sword damage should all be powers of 2 for damage.
1 for fist,
4 for wood,
16 for stone,
32 for iron,
64 for diamond.
(I know I skipped 2 and 8 but I think there needs to be a slightly bigger jump between weapons).[Edit: Gold should either be 8 or 24]
this would also allow for some mobs to be made for certain weapons, if a mob has 100 health, it would take 7 hits with a stone sword but only 2 with diamond and early game mobs could only have around 32 health so with iron they only take one hit and they're still easy to take care of with stone.
For this system, the player would also need about 50-100 health instead of 10, to make the graphics work with that the hears could slide down smoothly until you get to 10 health at which point it would show the default 10 hearts with a subtle flashing red glow to show that you're low on health.
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