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Combat interface

While all of the 11 skills in Razor Trail Survivors are useful - but not essential - combat is the most complex in nature and the one that requires more attention. You can get valuable drops but if you die, you'll suffer some penalties (these are still under consideration if you have suggestions!).


So, how does combat work exactly? Before we get to the mechanics, we have to start with the combat interface:

The combat screen background always has a picture of your current enemy. As always, the top and bottom navigation bars are visible and active. The specific combat interface elements as the following:


1. Active effect indicator - This icon is only visible when there is an active effect over the player. If it's a positive effect (such as increased accuracy) it is green and there is a plus (+) sign with the number of positive effects. If it's a negative effect (for example reduced side drops) it is red and a minus (-) sign is shown along with the number of negative effects.

In case there are both positive and negative effects active at the same time, the icon is displayed in grey and both (+) and (-) signs are show, along with their respective effect counters.


2. Enemy name and health bar - This displays the current enemy's name and their respective health bar as well as the numeric representation of current and maximum hitpoints.


3. Player name and health bar - This displays the player's name and his/her respective health bar as well as the numeric representation of current and maximum hitpoints.


4. Combat log - This is a log of the last events in this combat session. Events include attacks by the player and the enemy and possible enemy drops.


5. Consumables menu - This is not specific to the combat screen - it is present in all action screens and allows the player to use a consumable (food and drugs to restore health or gain active effects but also throwables such as molotov cocktails and grenades to damage enemies).


6. Focus menu - This icon is also shared with all action screens. It allows the player to access the focus menu which we'll discuss later on.


7. Enemy timer - This shows the remaining seconds until the current enemy attacks.


8. Player timer - This shows the remaining seconds until the player attacks.


Next time we'll introduce you to combat mechanics per se. We'll start by explaining how combat evolves in general but we'll also go in-depth and show you how the player timer is affected by the weapon you use and its properties. We'll also explain how armor works and how it also affects your timer.


I hope you enjoyed this small article and see you next time!

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2 comentários


Ruben Jorge
Ruben Jorge
28 de set. de 2018

I didn't know that game but just watched a video. Unfortunately I couldn't find combat in it so I'm not sure how to answer. Apparently, Razor Trail Survivors has much more depth and is more active than that.

We'll have some discussion about focus, but you can think of it as a mechanic similar to mana and spells in fantasy/medieval games but in a modern context.

As for the death/defeat penalties, a scalable xp loss is a good idea and we'll definitely consider implementing something like that - thanks!

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Omnipotent WaffleGod
Omnipotent WaffleGod
28 de set. de 2018

so is this a combat system sorta like armory and machine? which is an idle game, with combat where it was timer based and you had skills and attacks you could use. This sounds slightly more in depth depending on what focus is, whether it be a skill or stat boost. also if you die it should vary on the difficulty of the area so like for a beginner enemy you lose a little xp or maybe some food or basic stuff but harder enemies you lose alot of xp or even an equipment piece depending on how hard it is to get those.

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