Posted August 11, 2017
Just one thought that occurred to me while re-playing Dust: An Elysian Tail. In sidescrollers, how do you like your combat? By sidescrollers, I am including platformers, sidescrolling beat-em-ups, metroidvanias, and any other similar game types. Here are some ways I've seen combat handled, and I am wondering which you prefer:
1. Simple collision-based combat. You swing (or fire) your weapon, and if it collides with the enemy, the enemy takes damage. Similarly, enemies can damage you this way, and typically you take damage if you collide with the enemy's body. No combos or defense rolls; combat is kept simple. Examples of this include 2D Castlevania and Metroid games, as well as Ninja Gaiden (original series) and Mega Man. Cave Story is another good example.
2. Combo based combat; when you press the attack button enough times, you use a combo, which might have a cooldown after you finish it. Some attacks might require pressing buttons in certain combinations. Other mechanics that might be seen in this sort of game include throws and defense rolls (where you can roll through an enemy without taking damage from the enemy's attack). Combat tends to be more complex in this sort of game. Examples include Guacamelee and Dust: An Elysian Tail.
3. Mario-style combat. In this combat system, you typically attack enemies by jumping on them, and don't automatically get a weapon (you might get one from a power-up, either temporarily or until you get hit). Typically, just a few hits will kill you; losing your power-ups after the first hit is typical. Examples include, of course, 2D Mario and Sonic games.
4. Pacifist style "combat". You don't get a method of attack, and instead the game is about platforming and avoiding obstacles; typically, getting hit is instant death, but you get infinite lives and checkpoints aren't far apart. Examples include VVVVVV and Super Meat Boy.
5. Dice based combat. When you attack, instead of the game checking for a collision and damaging the enemy, the game uses your stats, the enemy's stats, and a random number to decide whether the attack hits; then, the game determines the attack's trajectory. Alternatively, the game could only check for a hit if there's a collision, resulting in situations where the attack clearly collides with an enemy, but the word "miss" pops up and the enemy takes no damage. I have not actually seen this in a sidescroller (Morrowind is the example I'd use, but it's not a sidescroller), except that I have seen one Mario hack with a boss fight where, upon being hit with an attack, there's a chance you become immune to that particular attack.
So, of these possibilities, which do you prefer for side-scrollers? I personally prefer option 1.
1. Simple collision-based combat. You swing (or fire) your weapon, and if it collides with the enemy, the enemy takes damage. Similarly, enemies can damage you this way, and typically you take damage if you collide with the enemy's body. No combos or defense rolls; combat is kept simple. Examples of this include 2D Castlevania and Metroid games, as well as Ninja Gaiden (original series) and Mega Man. Cave Story is another good example.
2. Combo based combat; when you press the attack button enough times, you use a combo, which might have a cooldown after you finish it. Some attacks might require pressing buttons in certain combinations. Other mechanics that might be seen in this sort of game include throws and defense rolls (where you can roll through an enemy without taking damage from the enemy's attack). Combat tends to be more complex in this sort of game. Examples include Guacamelee and Dust: An Elysian Tail.
3. Mario-style combat. In this combat system, you typically attack enemies by jumping on them, and don't automatically get a weapon (you might get one from a power-up, either temporarily or until you get hit). Typically, just a few hits will kill you; losing your power-ups after the first hit is typical. Examples include, of course, 2D Mario and Sonic games.
4. Pacifist style "combat". You don't get a method of attack, and instead the game is about platforming and avoiding obstacles; typically, getting hit is instant death, but you get infinite lives and checkpoints aren't far apart. Examples include VVVVVV and Super Meat Boy.
5. Dice based combat. When you attack, instead of the game checking for a collision and damaging the enemy, the game uses your stats, the enemy's stats, and a random number to decide whether the attack hits; then, the game determines the attack's trajectory. Alternatively, the game could only check for a hit if there's a collision, resulting in situations where the attack clearly collides with an enemy, but the word "miss" pops up and the enemy takes no damage. I have not actually seen this in a sidescroller (Morrowind is the example I'd use, but it's not a sidescroller), except that I have seen one Mario hack with a boss fight where, upon being hit with an attack, there's a chance you become immune to that particular attack.
So, of these possibilities, which do you prefer for side-scrollers? I personally prefer option 1.