Comatour DevLog 3 – A Short Couple Weeks

Comatour DevLog 3 – A Short Couple Weeks

4/24/2022

Hello all! This DevLog is gonna be a bit brief.

Over the last couple weeks, I was working on putting things together for the ToTLS Speed-fest mainly. So, not much in the way of progress has been made on Comatour other than a couple things of note.

So lets just get into it, then:

After I finished the run cycles, I decided to start working on implementing the skidding mechanic. In Comatour, when running in one direction, you can quickly switch to the opposite direction to put the protag into a skid.

While skidding, pushing the attack button will make you do a quick-acting backswing. This is good for things like catching a pursuer off guard and getting a hit in, or deflecting a projectile shot/thrown at your back.

You can also push the dodge button instead to do a backwards dodge. What makes the backwards dodge special is that you come out of it facing the same direction you were facing when you started the skid. Normally, dodging automatically faces you in the direction you dodged, but skidding offers one of the two exceptions to this rule.

Now, I should probably explain what’s so important about the direction you’re facing; In short, it determines basically everything important when it comes to combat.

To elaborate: Blocking and parrying only works when you’re facing the attack, catching projectiles functions much the same, and obviously an attack from you won’t land if you don’t even swing it at your opponent. Of course, these rules apply to everything in Comatour, not just you, the player.

This especially comes into play when you understand the full (standard) move-set available to the player. For example: hitting the attack button either while dodging or right after a dodge will make you do a kick, which stumbles whomever it may hit. And as you can probably guess: stumbling an opponent leaves them open to an attack for a second.

So now, I’m sure you can see the true potential of the backwards dodge. Not only can it put you behind your pursuer, it can also give you an opportunity to stumble them, which can completely turn the tables in a tough situation.

Now, I can start nerding out about the whole move-set I have planned for the player and how cool my combat system is; But, I think I’m going to save that for when it’s actually in the game.

For now, I believe that’s everything worth talking about, so…

I’ll see y’all in the next DevLog!