Combat

Combat
The combat in the game will be an active combat system. This means that there is no target, press button, wait for action to happen while you stand there. You should be running, dodging, blocking, or swinging at any given moment in combat. The player should be engaged and challenged. Winning this fight with the monster is a matter of survival not bragging rights and should feel like it.

•Activating Combat The character is in a passive running/gathering mode while his weapons are sheathed. Unsheathing them will change his button mapping and mode to combat state.

•Directional Three button system This system will give the players two buttons to use for combat. For melee weapons one will give horizontal swings the and the other will give a vertical swing. Holding the direction will change the direction or type of swing the character performs. For ranged weapons one button will load the weapon and the other will fire the weapon.

•Damage Damage will not be shown to the player and neither will the health of the foe they are facing. This is to add an ounce of realism and diffculty to the game. Instead a foes behavior will change and visual queues will show on them to indidcate that they are on their last leg. This could be changing to a very defensive behavior, limping, running away, or anything we determine appropriate.

•Dodging Dodging will give the character a set number of frames of invinciblility and move them in the direction they indicate at the cost of a 20 stamina

<--Game Mechanics