Pattern Link: Charge That Rage Meter

Pattern Description: Designers generally want to add a variety of attacks to flesh out a games combat system. How can the stronger attacks be naturally implemented so that they don’t overshadow the weaker attacks? One way of introducing stronger/more attacks to the player while still preserving the viability of previous ones is to attach an energy/resource cost to them that must be built up with other attacks. Attacks build up a certain resource, and when the resource reaches a requisite level, the player can then unleash a strong attack or deal more damage for a certain amount of time. This balances the attacks by allowing the weaker attack to be used unconditionally, thus ensuring it is not overshadowed.

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Instructions.txt 101 bytes
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Design Documentation 181 kB