Attack Locking / Attacks of Opportunity

In the combat demo, I had created a system called “Dodge Locking” described by the game's instruction screen as


The idea went something like this:

Here's an example of disengaging from two lockers:

But there were issues with this when playtesting:

I worry because I think as a game designer you should trust your weird ideas most of the time and should try to never change something for the purpose of “Will people understand that” Sometimes teaching someone to understand your weird thing can be very impactful! But I did also feel like this system wasn't going to work out in the long run.

So I thought why not just turn it into Attacks of Opportunity! Essentially, if you're locked by an attack or ability, that attack will play out normally in reaction to you moving away. Here it is working:

I believe that this is an overall improvement for a few reasons:

Finally, I am so proud that making this change was just a few lines of code! The combat execution is so modular and structured so nicely that making this enormous change was trivial and automatically works with enemy behavior and preview UI!

#gamedev #chron4

| 🌐 | 🙋‍ | @britown@blog.brianna.town