- written by voodooc
Hi folks! As we get closer and closer to our 0.9.3 release, we thought it would be a good idea to post about various parts of the game. I'd like to start by talking about the combat system.
The tricky bit in designing Smashball combat was keeping a good balance between traditional shooters and sports games. We wanted the game to have the same visceral experience you'd get from Halo, Team Fortress 2, or any other popular shooter. At the same time, we needed to maintain the sporty feel of the game. Is it TF2 with a ball? Is it International Online Soccer with guns? It ought to be hard to tell. Moving the ball should be the primary focus of gameplay. However, rendering your opponents unto hamburger should be a close second. Violence should be up-close, personal, and over-the-top, but play shouldn't stop just because someone's internal organs are smeared across the stadium.
What we ended up with is a combat system that, as far as I know, is unique in the world of first-person shooters.
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The biggest difference is how players suffer damage. Traditionally, you take damage that reduces your health, and when it reaches zero, you die. We've split that into two components:
See how shooting a player causes them to drop hook, fumble the ball, and get knocked out.
A player's chance of getting a crit varies based on their position (Forward, Halfback, Fullback, or Goalie), the amount of shock damage they suffer that instant, and the percentage health they have remaining. A banged-up player is more likely to suffer a crit, heavier positions are less likely. There are four kinds of criticals:
This first video shows how getting shot can cause all three of these criticals.
The next big thing we did was create two different ways to inflict damage:
The two types of attacks have different purposes. Weapons are used to whittle down the enemy, but you need to Charge them to really hurt them.
Charges do Shock damage, and lots of it. They also do it to both players involved in the attack -- so it's very possible to charge into someone and end up getting knocked out yourself! Each player's strength is calculated based on remaining health and position. Two other factors affect things:
When you charge someone from the front, its a lot different than charging them from behind.
This makes the tactical aspects of charging -- angles and timing -- have a huge impact on the outcome of a charge. Yes, your position matters (Forward, Halfback, etc), and yes, you want to whittle down the enemy's health. As you can see from this video, the big difference will come from hitting them in the face instead of hitting them from behind.
As we build out the rest of our animations, the charge attacks should get a lot better looking. We intend to create the same kind of glorious take-downs that you see in games like Madden: clotheslining some poor fool, mid-air tackles, etc. For now, the rag doll effects are still pretty entertaining to watch.
Technically, I lied to you up there when I said Shock and Health were the only two types of damage. There's actually a third: Force. Different attacks will actually push the target away different amounts. Charges can potentially do the most -- as you can see how the goalie knocks the forward around in the video. You can't *directly* harm a player with force, but we've seen people get slammed into the ground hard enough to get knocked out. Hilarity ensues.
Watch voodooc get his butt kicked by (x)
Smashball is definitely a shooter, but we tried to give the combat a little more depth than your average shooter. In later posts, I'll talk about ballhandling, the stats system, and skills. Until then, check out this video of me and (x) having a halfback duel. I normally play in first-person mode, but I recorded this in third-person so you get a better view of the action.