In the interest of both exposing the nitty gritty details of our really powerful combat technology and also sharing some design insight, I’m going to open up some of the sword’s basic standing mechanics for viewing at the frame by frame level. Information at the frame level is typically only of interest to the designers or to the master class player types who are operating at competitive levels, but I’m going to try and make this fun and accessible by using (hopefully) easy-to-look-at-and-understand animated timelines. But first, let’s take at the game’s very first standing sword A attack. It’s probably the first attack the player ever sees. Sword Standing A1 The timelines contain the following properties (please note that while […]Read the full articleCurrently 62 articles on beat-em ups
In Aztez, you expand and maintain the Aztec empire through turn-based strategy, while managing violent outbreaks via real-time beat 'em up sequences. Every game is unique; different events will occur, different challenges will emerge, and different spoils will be taken each time you play. Spread, strengthen, subjugate!