Jason de Heras 🎮 Profile picture
Feb 1, 2021 22 tweets 7 min read Read on X
What makes an easy (or hard) melee enemy? It depends on the combat game, but there are common enemy characteristics found in most melee games. Reverse engineering games is an exercise every game designer should do. Let’s look at the FIRST enemy in God of War. #gamedesign 🧵
The Draugr is the first enemy you fight and, unsurprisingly, it’s not much of a threat on its own. Its ROLE is to be a “punching bag.” On a side note, another fun game design exercise is to read up on your favorite game wiki and design additional content on paper. ImageImageImageImage
AGGRESSION - Enemy attack frequency is a big factor in combat difficulty. I use the “Block Test” (if the game has one) where I stand and block to observe how often they attack. The Draugr has a TONS of downtime where it just idles - which is encouraging you to hit it.
MOVEMENT SPEED - The faster the enemy, the sooner they can get into attack range, making the player uncomfortable. The Draugr’s speed is relatively fast giving the ILLUSION it's dangerous since the rest of their properties are so weak. Speed matters more in numbers with them.
ATTACK RANGE - Draugrs ONLY attack at close range, meaning the player has more time to react or plan if the enemy is farther away. Enemies that can attack from close AND far range increases the player’s cognitive load during a fight.
ATTACK SPEED - Average reaction time is ~.25s. The faster an enemy attack, the more you rely on pattern recognition, strategy and patience. Draugr attacks hit at roughly 0.5s giving the player time to read and react. Players can also land an attack when they start theirs. 1/2
Prior to attacking but once choosing to attack, the Draugr plays a "Movement Enter" animation that serves as a visual tell to let the player know they are going to be attacked by this enemy. Inadvertently works as a double attack tell. 2/2
ATTACK READABILITY - Posing and time to hit go hand in hand to make an attack readable to the player. An attack can be generous in how long it takes to hit, but if the posing is poor or not exaggerated enough, the player won’t be able to confidently judge when it’ll hit. 1/2
With a side by side comparison, you can see the Draugr has distinct silhouettes during all of its pre-hit attack stages (move/aggro to target, startup pose, early follow-through pose). 2/2 Image
ATTACK RECOVERY - Draugr spends a decent amount of time being locked into his attack before it’s allowed to reset and attack/move again. Enemy attack recovery provides a cumulative time effect in combat that gives the player additional breathing room to attack or reposition.
ATTACK COMBO - Draugr’s main attack is a grand total of 1 swing! Even if it hits the player, it will reset and enter a “cooldown” period and back away from the player. This gives the player time to process what just happened without having to worry about follow up attacks.
ATTACK TRACKING - Draugr turns towards a target during the attack startup frames to have a chance to hit. I use the “Walk Test” to move the player away from an incoming attack. Generally, easier enemy attacks can be avoided by walking out of their range.
ENEMY MOVESET - This Draugr only has 2 attacks both of which are close range and hit roughly around the same time. This allows the player to “test drive” the combat mechanics with very little cognitive load or advanced strategy.
GROUP AGGRESSION - Using the “Block Test”, you can observe the frequency that 2 enemies attack the player. Referred to as “taking turns”, each enemy will generally attack after the other enemy has finished. 1/2
There’s probably other factors that determine how far apart these enemies will initiate their attack (as in one instance they both attacked at the same time). In the video, they usually alternate between attacking if they are roughly the same distance away from the player. 2/2
DAMAGE OUTPUT - The Draugr’s attack depletes roughly 15% of Kratos’ starting health. Obviously, this makes combat very forgiving during these teaching moments. Their damage output becomes more dangerous during harder encounters.
ATTACK STRENGTH - The player’s hit reaction is very minimal - no knockdown and recovers much quicker than the Draugr has time to reset and attack again. Kratos actually recovers (allowed to perform any action) before the Draugr is completely done recovering from his attack. 1/2
Even when the player blocks its attack, it plays a big reaction with a lot of recovery just to illustrate how weak of an enemy it is. 2/2
HEALTH - It takes 7 axe swings to kill this enemy. The first enemy is here to make the player feel powerful but also teach/learn other mechanics. These 7 hits serve to encourage the player to try the axe throw, launcher and other means to inflict damage faster via risk reward.
DEFENSE - This Draugr has no abilities to preemptively guard, counter or evade axe swings (unlike later enemies) so once the player makes contact, they’ll most likely die unless there are other enemies around to interrupt the player.
ENEMY STRENGTH - Aside from having no defense to escape player attacks, once this enemy is hit, they will take hit reactions that last longer than the fastest of the player’s attacks - this is what is referred to in fighting game circles as being “stun locked.” 1/2
I believe harder God of War difficulty modes gives these first enemies hit armor where player attacks do not cause hit reactions. Definitely a method to make the combat harder since they can freely attack while getting hit. 2/2

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More from @jasondeheras

Dec 22, 2023
What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵


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FORESHADOWING - The thoughtful placement & introduction of an enemy can be used to indirectly train the player for a much harder fight later. In general, boss fights requires the player to deal with intense boss abilities/patterns where learning is often done through dying. 1/2
Boss designs that build on or have similar behaviors to enemies already encountered allows the player to have a basic strategy and muscle memory as a foundation. The aggressive Vengefly has a dash attack that is very similar to the Hornet boss you fight a few minutes later. 2/2
Read 18 tweets
Dec 22, 2021
How do humanoid bosses in Sekiro remain predictable yet provide increasing challenge over the course of a boss fight? Let’s look at arguably one of the more difficult humanoid boss fights - Genichiro Ashina. #gamedesign #combatdesign 🧵
PLAYSTYLE - The player can influence the predictability of the fight with an aggressive playstyle with a mix of attack pressure and parry mastery. Passive or evasive playstyle invokes Ashina to perform arguably harder and a wider array of attacks to deal with. 1/3
Ashina’s neutral attacks (non-defensive attacks) have tricky movement/timing characteristics and hit with more frequency than counter attacks. He also has an unique unblockable grab out of neutral. Ashina rarely performs these attacks when on the defensive in the early fight. 2/3
Read 15 tweets
Jul 5, 2021
How does the Default controller layout of a 3rd person melee combat game influence gameplay? Console games need to strike a balance between intuitive inputs & supporting a wide array of mechanics. Let’s examine some melee games’ controller layouts. #gamedesign #combatdesign
GOD OF WAR (2018) - God of War employs a controller layout similar to most First Person Shooters in order to make Axe throwing intuitive and accessible to a larger number of players. Holding L2 brings up a reticle to indicate the Axe is ready to be aimed.1/5
The player can freely use their right thumb to move the camera around to select their target. R1/R2 buttons become contextual and serve as Axe throw attacks. In all, R1/R2 are overloaded with 5 unique movesets! (axe throws, axe attacks, barehanded, chains, rune attacks) 2/5
Read 20 tweets
May 24, 2021
What does the act of getting hit convey about the melee combat system? How the player controls/reacts when taking damage contributes to the combat difficulty. Let’s look at two different 3rd person melee combat games, Sekiro and Devil May Cry 5. #gamedesign #combatdesign 🧵
Generally, in melee combat games, taking damage disables the player’s input for a small amount of time and becomes vulnerable to follow up attacks. If the player gets hit consecutively without being able to escape (dodge/block) this is usually referred to as STUN LOCKED. 1/4
In DMC5, the reaction system has safeguards to prevent Nero from getting stun locked. If hit during a reaction, the 2nd hit will not trigger a reaction (only damage). If hit multiple times within a short time, he’ll play an EJECT reaction that prevents follow up attacks. 2/4
Read 10 tweets
May 8, 2021
What are some design elements that make a challenging boss in Sekiro? Overall, Sekiro bosses skew hard compared to other action games so each boss needs to provide unique challenges. Let’s look at one of the middle difficulty bosses - the Guardian Ape. #gamedesign #combatdesign ImageImage
ARMOR - Hit armor is an attribute that allows the enemy to absorb hits without taking hit reactions or having their current action become interrupted. This provides a risk / reward element in which the player must learn when each attack will hit. 1/3
There’s a limited number of attacks the player has time to land after the Ape has finished attacking. The player must be deliberate in how many swings to attempt before deciding to stop, block or evade. 2/3
Read 18 tweets
Apr 22, 2021
- PART 2 - #gamedesign #combatdesign Game freeze can also be used as NEGATIVE reinforcement. In Hollow Knight, the game freezes every time the player takes damage. In Bayonetta, the game freezes when she takes damage but only when the she’s past a certain health threshold. 4/6
The CONTEXT of how freeze is used makes sense for the rules of these respective games. Bayonetta is harder to hit and has more health so taking damage isn’t frequent; conversely, Knight’s health is an important resource that needs to be managed against casting spells. 5/6
In Street Fighter V, game freeze is used to inform the players that special attacks have been initiated. Aside from providing an exciting/visceral action, the freeze gives the players time to plan their next action given the highly technical nature of the game. 6/6
Read 23 tweets

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