Bio's Development Log

It’s my development log for ARMS Dealer, a game that I started developing a while back. The game’s set in a universe where your soul takes on a shape that you can draw out in various forms. (Like a katana, wrench, or bow)

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I believe it’s an RPG game

SENBONZAKURA!!! (i think)

anyways WOW that UI looks nice, curious to what fists is though

Correct!

You get to see how the selection UI looks in game rn :D!

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does switching your weapon make a hitbox?

Switching your weapon performs your SWITCH move if your in combat and normally equips if you’re not. Switching weapons mid combo lets you combo off the switch and continue with the move sets of the second weapon you use.

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That sounds like it would be extremely interesting for some Devil May Cry style combolord shenanigans, and extremely infuriating to balance in a pvp setting.

It’s probably going to be infuriating to balance but at least it’ll look cool. There’ll be moves to breakout of combos and combo timers so you won’t have to watch your character get juggled into infinity.

I think it might not be the worst idea to make the game not focused on pvp. Maybe have it as some fun little secret feature in an arena with an npc in a little nook hidden somewhere so that you can fight your friend if you really want as the sole place you can pvp in? Games are more fun when everything doesn’t have to be completely balanced in regards to everything else, so it isn’t the worst idea to possibly not include pvp.

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I will try but PVP is one of the ways I plan on keeping players engaged and keep the game rolling. I do plan on having hilariously broken combinations since some ARMS are getting passives which may or may not mesh well with others. The idea behind allowing you to switch between ARMS mid fight was to give more viable use to each ARMS, since you could have a different class for each different situation. Yes even the low tiered ones.

Each weapon has it’s own set of 3 skills, stat talents and passive *(Not all classes have a passive). It’s up to the player to mix and match under those limitations to make the best combo they can. Not to mention that you can still min - max your stat spread depending on how you level up your ARMS

Semi auto senbonzakura with a maxed power kogetsu and a high defense/vit shield (I don’t think we will have these scaling issues with the changes tho seeing how the 43k damage kogetsu doesn’t exist anymore)

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[0106-0113]

  • Fixed ActiveTime variable not getting used
  • Switching VFX added
  • Parrying is now functional
  • Added sound handler
  • [NONE] SW now bypasses stun, allowing for escape moves
  • Added grab move functionality
  • Added combat timer
  • Added Cutscene Variable
  • Added UI Cooldown Animations
  • More effects on Fists
  • Player camera is now tracked onto the head
  • Added status effect handler and [Poison] Status effect
  • Added weapon changing on ServerSide
  • Migrated Scorpion model to new version
    image

Apologies about not updating the log on Sunday. I was working that day sadly :/…
Anyways, decent progress so far though I will need to polish the mechanics once I’ve got them all created. The quote of “embracing imperfect” is taped to my wall so I have a constant reminder of not giving into my OCD while making this. :I

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A look at the breakout option to get out of combos:


You’ll be able to use this move at anytime to gain invulnerability in a combo and knock players away. However after using this move, it’ll be on a long cooldown and will be unavailable until the cooldown is over. I’m hoping this will be used wisely in order to escape stuns at the right time.

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This appears to just be Venting in deepwoken

do you think there will be uses added to this outside of escaping combos?

You can use it as a combo ender though it doesn’t deal much damage, it’s more of a last resort “get-off-me” kind of tool when you get overwhelmed.

i guess i gotta find a way to combo extend with it then

i still need to update the thumbnail for that post might do that in a second

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