Devlog #4 - Abilities and Combat


Once again welcome to our weekly devlog! We are still deep in the prototyping phase and are mainly working on testing our movement and abilities system. We mentioned last week how the combat / player ability system would work but this week we are going to delve a little deeper into that.

Gadget and Gizmo:

Gadget and Gizmo are the gauntlets that the player is gifted from Bad Bat. Gadget being on the players arm and in charge of their "tactical" abilities, Gizmo on the right which is in charge of the more "offensive" abilities.  When the player first gets their hands into these weapons, they will have limited access to simple abilities. Through playing the game and collecting money and resources they will be able to visit the mechanic in Bad Bat's lair to purchase upgrades and new abilities. 

A Quick Look:

Here is a quick look at what our fantastic artist Hang is working on for our models. We are hoping to have a system in place to show the player directly on the arms how much of a cooldown there is / if they have enough ammo.


Tactical Abilities:

Tactical abilities will be used in combat to give you an upper hand. These will not directly cause harm to your enemies, but instead will be used to help you traverse the level and set up some traps for your enemies to wander into.  We have a nice spreadsheet with an extensive collection of abilities that we want to try. Some of the tactical abilities you can except are things like a teleportation device, EMP grenade and an ice grenade to make the ground nice and slippy.

Offensive Abilities:

Offensive abilities then will be used to directly take down your enemies. Most of these will either cause harm or incapacitate your foe. The idea is that you will be able to use your offensive abilities in unison with your tactical abilities to pull off some whopper combos. Some of the offensive abilities we have been testing out are your finger guns, molotov cocktail and frag grenade.


Here is a short section off of our extensive spreadsheet giving an example of some of our ideas. We have hidden all the fun ones as we don't want to give too much away.

Electric CablesYou can sling them out and use them like a taser. Using them long enough possibly sets the enemy on fire. You can also use them to interact with electrical elements in the levels.
Emp GrenadeYou throw this out to fry electrics in the area. Can also blow up electrical sources in the area to do damage.
Concussive GrenadeWorks like a basic flashbang to blind and confuse enemies in the area for a few seconds. This will also concuss you so don't look directly at it.
Teleport GadgetThrow out a pad onto a spot, then press again to teleport back.
Claymore PunchSticks a claymore to the fist and punches an enemies which hurts them owie ow ow my legs. Oh I cant feel my legs. Its dark now.
Finger GunCharacter shoots bullets from a their fingertips.
Reverse TimePlayer presses a button and they go back in time for a few seconds. [Sorry Tracer]
Trip-Wire ExplosivePlace a trip wire that makes a ray off of what it is on. Any enemy that goes passed triggers an explosion.

We are currently working through our list of abilities to add them to the game, and we are testing how they feel, work and what combos can be made from them. We have programmed our ability system in a way that it is super easy for us to make our ideas a reality, so we might delve into that at a later date to show how it works.

As always make sure to follow us here on itch.io for your weekly devlogs and maybe a few cheeky test releases, and follow us on Twitter for some more regular updates from the team!

cám ơn and thank you,

Round Table Studios.

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