IN 3.0 Gallery
Using Aim mode, players can hit weak spots on enemies.
Ranged Combat was improved with the addition of benefits for shooting Weak Spots, improved reactions and feedback, an Aim Mode that mimics core shooters, AI Cover, precision settings on ranged weapons and a Critical Shot system that allowed weapons to deal more damage and elicit different reactions.
An enemy "popping out" from an attack forces the player to change strategies.
For enemy functionality, we improved AI with a host of defensive abilities like "Pop-Outs", "Super Armored" states, Weak Spots and the ability to utilize cover in ranged combat. This resulted in enemies that kept the player from spamming as much as they had in previous versions of Infinity, asking them to dodge, block, counter and perform launchers. This also allowed the designers to develop more tricks to defeating particular enemies.
Enemy cover forces players into new strategies in ranged combat.
For enemy functionality, we improved AI with a host of defensive abilities like "Pop-Outs", "Super Armored" states, Weak Spots and the ability to utilize cover in ranged combat. This resulted in enemies that kept the player from spamming as much as they had in previous versions of Infinity, asking them to dodge, block, counter and perform launchers, pause combos, etc. This also allowed us as designers to develop more tricks to defeating particular enemies.
The dash is a new mechanic that's not only responsive and useful, but opens up new possibilities for expression.
In improving the combat in Disney Infinity 3.0 we focused on four major areas of improvement:
- Expression between combat mechanics
- Improved Kinesthetics
- Enemy functionality
- Ranged Combat Improvements
Ahsoka's attacks hit enemies multiple times with her dual sabers while staying both "weighty" with her footwork and responsive with tuning.
In regards to improved kinesthetics, animation and gameplay tuning philosophy changed a little to facilitate responsiveness and readability. Forward motion in an attack animation was prioritized along with footwork to sell weight. We developed a keener eye for time spent in animation after the button is pressed, and tuned splits timing to keep players feeling connected to their attacks.
The Launch and Gun mechanic facilitates interplay between melee and ranged mechanics.
To facilitate interplay between combat moves, we expanded our splits system (the system that allows the player to go from one attack into another) to allow smoother segues between mechanics; melee, ranged, force, special abilities, block, dodge, ground and air combos.
Some examples of how we facilitated expression are:
- By developing air combos along with the Launcher to give the player air play possibilities, rendering the enemy defenseless.
- Pause Combos were implemented as a means of giving the player options for more powerful attacks on the melee attack button.
- Force pull allowed the player to continue a combo string if performed at the right time.
As the lead, I felt that these improvements (and many others) not only contributed to a more robust combat system that was true to the core experience, but also gave the player more ways to play within combat.