u/Business_Honey_1505

A mechanic for a souls-like i'm trying to build.

So the classic- roll, parry and hit and combos.

But the mechanic i wanted to implement is "Battle Rhythm" when you fight with enemies a visual meter pops up, and it basically does this- when you heavily use parry and roll and attack less then you enter into "Defensive state" where in our attack speed is lowered and overall movement, and defense is high and the first combo last hit that you land staggers/knocks back the enemy.

The other one is "Offense" obviously, in this if the player goes full on offensive, attacking more often than parrying or rolling then there is visual "juice" and the player attack speed increases and so does movement speed and defense is lowered and there is a cool down or longer recovery when parrying or rolling.

Inspired by Sekiro- Hesitation is defeat. Commit to any onething or adapt based on the enemy.

And then comes the neutral where you get the best of both worlds, balanced. Base stats.

What do you think of this mechanic?

I'd really like to see all of your thoughts on this and potentially fine-tune it as i think there are flaws in this system for sure, but not smart enough to say what exactly.

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u/Business_Honey_1505 — 8 days ago

GameDev doubts

Recently i have been wanting to make a game with procedural generation and with a voxel art themed but making my own engine or using existing ones require me to spend a lot of time building my own one. Until i found out about- luanti. Can i make my own game in this and fork the engine and make it an .exe and then can i sell it on steam and other platforms? i am also going to add my own textures, if can to make it fit my aesthetic more. I also heard making the game multiplayer in this would be fairly easier compared to others.
The game idea i have is basically

kill and combat with almost most npcs (yes they all have their own animations)

trading with merchants, go dungeon delving

Night time introduces dangerous creatures

bounty hunters who chase you when your killcount reaches a certain threshold

procedurally generated worlds from already existing data

many weapons

some type of emergent gameplay

quests system

have floating sky islands (i'll model and make them using magica voxel) -- and player starts out at sky islands and then when the player descends down to the planet that is when the real twist and new core gameplay loop starts.

very low on lore, no cutscenes...just think like Minecraft or just cryptic lore

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u/Business_Honey_1505 — 11 days ago