Enemies exist to encourage/discourage various strategies (and to make the player feel smart among other reasons). Sekiro is largely built around parrying (and stealth). Let’s examine the EARLY GAME enemies and what they try to INVOKE from the player. #gamedesign #combatdesign
GRUNT - This enemy is helpless once he starts blocking Wolf’s attacks and will be Posture broken in a few hits. His only STRENGTH is taking advantage of a PASSIVE player. Once you block his opener, he’s hyper aggressive forcing the player to evade to mitigate Posture break. 1/2
He has a VARIED mix of opener attacks (different anticipation poses, slower/faster hit frames) whose sole PURPOSE is to trick you into parrying early so he can force you into block stun. If there are nearby enemies, a passive strategy will be less effective and dangerous. 2/2
GRUNT SPECIAL - This enemy’s aggression is basically the INVERSE of the Basic Grunt. He’ll usually stand back and strafe around encouraging you to attack him. Once he starts blocking, he’ll PARRY the player after a few blocks and immediately COUNTER attack. 1/2
Parrying this counter will open him for an instant kill. The timing of his counter is always the same to give the player mastery over the RHYTHM/TIMING. This enemy is a skill check (parrying a counter attack = instant kill) that the player can use to their advantage. 2/2
GRUNT STRONG - This enemy has a large Posture meter where mindlessly attacking is a lesser strategy. On his own, there's no penalty for mashing attack to kill it. Once this enemy is placed with aggressive enemies, the STRATEGY shifts to parrying its attacks to kill him faster.
SIMPLE FODDER - This enemy dies in ONE hit. To make up for this weakness, the Dog has virtually zero downtime/recovery when its attack is blocked or misses. It’ll also usually try to maintain a MINIMUM distance where Wolf’s basic attacks can’t reach. 1/2
The Dog’s run up/leap is a HUGE tell for the player to parry which makes for a satisfying interaction. Adding multiple dogs in an encounter increases the difficulty curve of timing the bite leap. Also, one hit enemies usually BAIT players into being GREEDY causing mistakes. 2/2
EARLY BRUTE - This enemy introduces a handful of new mechanics - barehanded attacks that penetrate block, Perilous (unblockable attacks) and hit “armor”. Hit “armor” is a fighting game term where a character continues their attack even when taking damage/being hit. 1/2
This enemy encourages the player to execute perfect parries or evade strategically (or use secondary weapons). The player simply cannot stand there and hold Block or attack with predictable patterns/cadences. 2/2
GRUNT PROJECTILE - Enemy design isn’t always about creating brand new characters with completely different behaviors. Tweaking an existing archetype and adding new properties helps the player’s mental load but keeps them engaged in finding new strategies/responses. 1/2
His weapon is melee/projectile based. Its counter attack is an unblockable projectile the player must evade. Also, this enemy outputs more damage, has a stronger Posture bar and different attack cadence. Keeps the player engaged even though the basic strategy is similar. 2/2

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More from @jasondeheras

13 Feb
What’s the purpose of a boss? Depends on the game, but usually bosses serve as a skill test, provide a sense of mastery, a set piece or a genuinely hard challenge. But, secretly, some are the ILLUSION of challenge. Let’s look at God of War’s first boss. #gamedesign #combatdesign Image
BLOCKABLE ATTACKS - Every attack from an enemy this large should be unblockable, right? Ironically, having attacks with different properties (blockable vs unblockable), regardless of enemy size, allows the player to engage with their entire toolset. 1/3
This initial attack doesn’t do damage if blocked. Furthermore, the follow up attack CONVENIENTLY misses the player by a hair if blocked. There’s a few hit frames on the column as it lays on the ground to discourage the player from rushing in, but presents no real threat. 2/3
Read 10 tweets
11 Feb
How do you make a player character feel powerful in a 3rd person melee combat game? Many factors determine this such as enemy design and progression. But it all starts with the player’s basic toolkit. Let’s look at some of Kratos’ moves and the invisible aspects. #combatdesign 🧵
EXAGGERATED HIT COLLISION - All of Kratos’ attacks feel EXTREMELY powerful in their own way. The Heavy Attack has the ability to hit multiple targets even if the actual Axe doesn’t make contact. The player receives a "bonus" for successfully hitting a single target. 1/3
The image below is my best guess on Kratos' weapon hit box (green) vs the axe model (red). If there’s a nearby clustering of enemies, this forgiving hit collision doesn’t require the player to make a choice but instead just hit one target to affect nearby enemies. 2/3
Read 15 tweets
8 Feb
Melee combat design is the art of creating rules that determine when/how a player or enemy are allowed to hit each other. The inclusion of key rules determines the player’s technical burden. Let’s compare God of War/ Sekiro who have similar mechanics. #gamedesign #combatdesign 🧵
ATTACK TARGETING - Generally, the player has to control 2 axes (player facing and camera facing) during intense reaction-based gameplay. Eliminating the need to use the Left Stick to aim towards a target greatly reduces the chances of an attack missing. 1/4
In God of War, the attack targeting (or “soft targeting”) is EXTREMELY forgiving. Without touching the Left Stick (aka “Neutral” stick test), Kratos automatically turns to his target on the initial frame the attack input is registered. 2/4
Read 19 tweets
1 Feb
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.
Read 22 tweets
23 Dec 20
Sometimes it's a good exercise to compile a list of game elements to help focus a design. Here's a list of some forgiving melee combat properties for a single player 3rd person game. Of course, many factors will determine fun factor, challenge and mastery. /thread #gamedev
Basic attack effective against most enemies
Immediate cancel all actions with block, dodge, super attack
Omni-directional block
Generous parry window with no startup frames
Generous attack translation / reach
Generous Dodge invulnerability frames with no startup frames
Player attacks generally hit faster than most enemy attacks
One button dodge
Dodge with large translation
Minimal camera management / babysitting
Soft targeting on attacks
Player character visually pops out from enemies and environment
No instant deaths at full health
Read 8 tweets

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