Comabt Demo
A Third-Person Sci-Fi Combat Prototype
what this Demo is
This prototype is a 3D third-person action combat experience, serving as the groundwork for a fully realized system of player and enemy power. While still in early development, it showcases core melee and mobility mechanics aimed at creating skill-based encounters.
Combat Design Goals
Skill-Based Encounters
As a fan of souls-like games, I want every battle to reward precision, timing, and the careful management of resources. The ability to read and adapt to enemy patterns should be the ultimate key to success.Plan Your Build
Inspired by ARPGs, I incorporate a sense of “buildcrafting” through strategic allocation of stats, items, weapons, and abilities. This layer of customization extends beyond the battlefield, letting players shape their unique play style before ever stepping into the fight.Fluid Movement
Crisp dodges, clear visual feedback, and meaningful positioning are crucial. Movement should feel dynamic and responsive, emphasizing skillful play over button-mashing.Expandable Framework
This demo serves as a foundation for more advanced AI, diverse enemy types, and deeper player progression and abilities. The goal is to evolve this core system into a robust, feature-rich combat experience.
Features
Current Content:
Melee Combos
Perform light, heavy, and charged attacks that chain into fluid combos, each with distinct damage and stamina requirements. Rolling, backstepping, and running attacks allow you to maintain offensive pressure while on the move.
Player Mobility
Dodge rolls, backsteps, jumps, and aerial dodges offer responsive and dynamic movement options. This level of maneuverability rewards skillful positioning and quick reactions.Functional Enemy AI
Face off against a horde of zombies designed to test the core combat loop. Their behaviors provide a reliable foundation for balancing and refining both offensive and defensive gameplay elements.
Future Updates:
Additional Enemy AI
A single zombie enemy can only offer so much challenge. The immediate priority is to introduce new enemy types with varied behaviors, encouraging players to adapt their strategies and keep encounters exciting.Expanded Player Arsenal
As the game’s foes become more diverse, the player’s toolkit must grow in tandem. This includes a broader range of weapons, movesets, and abilities that invite more creative and strategic play styles.
Final Note
This Combat Demo represents an evolving foundation for a more expansive action game. Its focus on fluid mechanics, strategic dodging, and high-stakes melee is a glimpse into the deeper combat experiences I aim to create. Feedback is always welcome as I continue iterating on this design.