XaiJu
thomasmoonkang
thomasmoonkang

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Updated Combo Tutorial

The combo tutorial was lacking in accessability, so I added some features inspired by Mortal Kombat 11's tutorials.

1. Going from a vertical to a horizontal display makes it easier to track the progress mid-combo and also makes more sense logically that the tasks will complete from left to right.

2. Each part of the combo now has a timer and a status. While the timer is going is when the player can input to cast the spell, and the task will show "Now." This should help beginners know exactly when to press the next action. Of course it can still be held/buffered beforehand. 

When the timer runs out and the spell does not hit while the bot is stunned, the task will show "Late". This should help beginners figure out what they need to fix. There's a bit more I could add like whether or not the spell missed completely or some movement or delay needs to be incorporated, but I don't think I'll include those advanced sequences in the tutorial.

3. The green and red colors should also make it more clear what part of the combo was successful and what was not. Symbols could be added for color blindness, but there are at least the "Hit" and "Late" texts for now.


My thoughts on PalWorld:

It's kind of funny seeing people compare it Pokemon, or bringing up games like Yokai Watch when PalWorld isn't really in that genre. It's more of a mix of survival/base/automation with the neat twist of monster catching to support that. I think the twist is pretty refreshing and scratches that itch for a lot of people (especially on a hunter-gatherer level). The survival genre has always been a super popular genre on steam, and seems pretty straightforward to be successful in.

It's crazy to see how many jealous and enraged people are online, trying to take down the devs or spouting non-sense about the game. Yeah, it's not the most meaningful game but it does have an enticing gameplay loop, and I thought it was pretty creative game design. There's way too much baseless hate going around on twitter these days, which is why I rarely tweet.


Anyway I will be learning a bit of Godot when I'm not burned out to see if it's a viable engine for the next project. Unity is still an option, but just has way more strings attached now.

One of my ideas is a Mechabellum x Fire Emblem roguelite, but we'll see if that's even any fun.


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