

Jordan Lee Spencer - Game Designer

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Clash - Directional Combat System.
This project was made to look a melee combat systems and how they could be improved in the future. The main features of this being:
-A directional combat system that works like the trick input in the "SKATE" Games.
-A clashing mechanic.
-An AI that is able too generate directional attacks of different power levels.
Why I chose this project.
The main inspiration for this project came from the fact that I do not feel like melee combat is very realistic in video games. Usually in video games that have melee combat when your fighting an enemy the sword is constantly going through an enemy and a health bar goes down.
But in reality when this happens it the hit should be lethal. It should feel lethal. But then if we simply made the power output higher that would make combat boring.
So my solution to this was make a clash mechanic. This way instead of making a health bar go down its a "defence bar". As were fighting the swords are clashing off one another until one of the opponents is to tired to defend any longer then a hit can be landed.
The Future of Melee Combat?
Directional Combat.
- Currently the inputs for the directional combat system at simple and only allow four attacks. The next step too improve this would to add more attacks and inputs. For example drawing a "Z" shape would make the player do a three strike attack etc,
Clashing.
- When a clash happens depending on the power of the player and the enemy one of them will be forced backwards. But this is not done with an animations instead with a bone modifier. To improve this I would add physical reactions to make the combat more impactful.
Positioning.
- One major pillar of melee combat is positioning. In melee combat two opponents are always trying to get the other in a corner as then they have the advantage. In a game this would also mean that then the environment would play a big role in the combat and the combat would also feel much more dynamic.




