Designing a combat system is always something that seems easy in theory, but it gets complicated in practice. There are many causes for this, starting from the lowest level of individual attacks up to the high level aspects of purpose and balancing of all the available tools and enemies. This article deals with some advice, beast practices and a list of resources for designing combat system in a real-time action video game.
At the basic level of individual attacks, these are rarely fun after the first implementation because they depend a lot on animations, game-feel and context. And while animations and game feel are always time-consuming and seem like ‘polish’ that should be left for later, their impact on each individual attacks is enormous. You can hardly appreciate how the attacks work without a minimal level of game-feel.