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My Ideas for Making Walter's Combat FUN :DD (Explained with Fun Animated Sketches)


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3 minutes ago, OMEGASCRUFF said:

This is a lot more nuanced and technical than its current simple implementation, and I like it.

I suppose my only qualm is with the F key being chosen as I'm not sure how you can replicate simply holding F to attack rapidly as you do now. This effectively removes auto attack for the slingshot, and I think forcing players to mash for every individual attack is a bit undesirable. But this might be by design.

I would say that it should be bound to right click instead, but that became occupied by the secondary ammunition slot in this beta. This could be harder to implement for controllers. I'd have to think a little bit more about how to solve these problems.

I don't see it difficult to adapt to controls, to be honest

1 hour ago, OMEGASCRUFF said:

I would say that it should be bound to right click instead, but that became occupied by the secondary ammunition slot in this beta. This could be harder to implement for controllers. I'd have to think a little bit more about how to solve these problems.

Honestly judging by how everything else works i think this should be an unique frame upgrade for the slingshot that when pressing right click will let you enter the aim mode and walk around while aiming/shooting, this way you don’t replace the classic way of using the slingshot and it becomes optional for the people that would really enjoy it and be able to be ignored for those who would not like it

13 hours ago, woxd said:

(WARNING: English is my second language, so forgive me if you don't understand some of what I say)

This comes as a result of a video I saw that said that Walter's Skill Tree didn't make sense because the F-press combat is not exactly fun, so I came up with a couple of ideas to make it more entertaining, starting with redesigning the mechanics of the ranged slingshot a bit:


1- The Slingshot no longer aims automatically: when you press the F key instead of automatically shooting at the nearest enemy you will enter a kind of "aiming mode" where you will now have to aim as if it were the special attack, with the difference that you shoot just as fast as before, and to get out of this "aiming mode" you could click on some of the clicks or some other escape key. This I think makes combat more dynamic than just walking away, hold f, walking away, hold f
walter-ideas.gif.f957dbdd45a34f6d1089515fb382d766.gif
2- Move while aiming mode: In this kind of "aiming mode" you could move while shooting, with a much slower movement speed, (like when you do Willow's moonfire spell and he can aim with the mouse)
walter-ideas-2.gif.c930299961ecf58b62c45b44959cd452.gif
3- Rounds are blocked: when you shoot at a tree, rock or a large structure, it will block the round and not let it pass the target (even with this we could give an interesting use to the gunpowder round, making it can quickly destroy structures and farm wood with them or something). Although I think it can be very annoying in a forest so it also have the idea to me that if you're riding Woby or a Beefalo, the trees and structures won't block the rounds and will keep going, because they pass over the top.
walter-ideas-3.gif.5082a0274b1984da5dc162b8eb2d219e.gif
4-  Change some bosses or creatures slightly: they could slightly change some bosses so that they look so easy and at least have ranged attacks to dodge so as not to make the combat boring, I don't know, for example, the Klaus could throw its spells at you from far away if you shoot it with your slingshot, or the Beequeen could throw honey projectiles at you if it can't hit you or you don't get close,  Obviously it's not necessary and I'm not saying that they change all the bosses just for one character, I'm just asking for slight changes that make the battle not semi-automatic xD, and it wouldn't only apply to Walter, anyone who tries to go with a ranged weapon will face these attacks 
walter-ideas-4.gif.14e599430805d9bfdaeb7948ea285a02.gif

This is not so focused on the skill tree but, it is a couple of ideas to solve the problem that Walter and ranged combat in general has had for a long time in this game, I think it is a lot of work, probably these skills are crap and I am talking too much but I hope you like it... Afternoon like 3 hours doing the animated concepts :D

Loved the effort u rock at animations dude good job pretty cute

13 hours ago, woxd said:

(WARNING: English is my second language, so forgive me if you don't understand some of what I say)

This comes as a result of a video I saw that said that Walter's Skill Tree didn't make sense because the F-press combat is not exactly fun, so I came up with a couple of ideas to make it more entertaining, starting with redesigning the mechanics of the ranged slingshot a bit:


1- The Slingshot no longer aims automatically: when you press the F key instead of automatically shooting at the nearest enemy you will enter a kind of "aiming mode" where you will now have to aim as if it were the special attack, with the difference that you shoot just as fast as before, and to get out of this "aiming mode" you could click on some of the clicks or some other escape key. This I think makes combat more dynamic than just walking away, hold f, walking away, hold f
walter-ideas.gif.f957dbdd45a34f6d1089515fb382d766.gif
2- Move while aiming mode: In this kind of "aiming mode" you could move while shooting, with a much slower movement speed, (like when you do Willow's moonfire spell and he can aim with the mouse)
walter-ideas-2.gif.c930299961ecf58b62c45b44959cd452.gif
3- Rounds are blocked: when you shoot at a tree, rock or a large structure, it will block the round and not let it pass the target (even with this we could give an interesting use to the gunpowder round, making it can quickly destroy structures and farm wood with them or something). Although I think it can be very annoying in a forest so it also have the idea to me that if you're riding Woby or a Beefalo, the trees and structures won't block the rounds and will keep going, because they pass over the top.
walter-ideas-3.gif.5082a0274b1984da5dc162b8eb2d219e.gif
4-  Change some bosses or creatures slightly: they could slightly change some bosses so that they look so easy and at least have ranged attacks to dodge so as not to make the combat boring, I don't know, for example, the Klaus could throw its spells at you from far away if you shoot it with your slingshot, or the Beequeen could throw honey projectiles at you if it can't hit you or you don't get close,  Obviously it's not necessary and I'm not saying that they change all the bosses just for one character, I'm just asking for slight changes that make the battle not semi-automatic xD, and it wouldn't only apply to Walter, anyone who tries to go with a ranged weapon will face these attacks 
walter-ideas-4.gif.14e599430805d9bfdaeb7948ea285a02.gif

This is not so focused on the skill tree but, it is a couple of ideas to solve the problem that Walter and ranged combat in general has had for a long time in this game, I think it is a lot of work, probably these skills are crap and I am talking too much but I hope you like it... Afternoon like 3 hours doing the animated concepts :D

I loved the idea and sugestion, this look so much fun and the art is so cute omg

12 hours ago, Bumber64 said:

How would it handle lag, though? Does auto-aim currently fire the projectile where the player thinks the mob is, or where the server knows it is?

I don't know, they could make the arrow point directly at him when you hover the mouse cursor on an enemy

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