Combat

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Revision as of 19:43, 19 January 2025 by Ban Betrayed (talk | contribs) (Firearms and Bows and Melee)
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The player character attacking a dummy using the Aerogel Spear

In Funky Avali Game, combat is a core part of the game. Combat primarily utilizes weapons that can be equipped in the inventory. Combat can be split into two categories

Melee

Melee combat is the most available combat in the game. It usually does not require any prerequisites to use and could be used as soon as a valid weapon is equipped.

Melee combat currently only has one attack, the M1 combo where you can click (or hold click) to swing the weapon in a predertmined combo. Each swing of the combo deals differing damage, knockback, and ragdoll.

Melee weapons are also able to block by pressing F. Upon pressing, the character enters a defensive stance, slowing them down while negating only melee damage.

If the time between blocking and a melee attack is under 0.125 seconds, then the player will parry, stunning the enemy in place for one second. Melee weapons can also parry projectiles, having a greater window to do so at 0.5 seconds.

Each subsequent parry resets the parry timer, meaning that the user does not need to block immediate subsequent attacks.

Ranged

Ranged combat is combat that uses ranged weapons such as firearms and bows. These at the moment do not require ammo in the player's inventory to use but in the future would.

Ranged combat utilises projectiles which can penetrate walls and ricochet, both actions lower the speed of the projectile. Different weapons use different projectiles which have different damage, penetration, ricochet, and many other attributes. The damage of projectiles is determined by the weapon used, the speed of the projectile relative to its starting speed, and the part hit by the projectile.

Currently, Funky Avali Game has two types of projectile weapons

Firearms


UI that is shown when having a firearm equipped

Firearms or Guns are weapons that uses magazines. These magazines have a set reload time where an animation is required to fully play out before the weapon resets it's ammo counter. Depending on the weapon, it would have differing amounts of ammo and a different animation time.

Reloads can be interrupted by stuns such as from a melee attack, requiring the user to restart their reload.

Bows


UI that is shown when having a bow equipped

Bows are weapons that requires the player to hold down their attack button before releasing. Depending on how long they drew the weapon, they would deal differing amounts of damage.

Between the MIN and MAX draw times, the arrow suffers from a penalty in speed, damage, and penetration. This is determined by weapon. Upon drawing to the OVERDRAW point, the projectile would be faster, deal more damage, and have a higher penetration power

You can be stunned during the draw of the bow, canceling your attack.

Miscellaneous