Development

Combat System Deep Dive: Building Dynamic Robot Battles

An in-depth look at the design philosophy and mechanics behind MechaNest's intense third-person combat system.

PhilBerex
3 min read

Combat System Deep Dive

Today we're pulling back the curtain on one of MechaNest's core pillars: the combat system. Creating satisfying third-person action combat against mechanical enemies has been both challenging and rewarding.

Design Philosophy

Our combat philosophy centers on three key principles:

  1. Weight and Impact: Every hit should feel meaningful
  2. Strategic Depth: Multiple approaches to every encounter
  3. Dynamic Flow: Combat should be responsive and fluid

Enemy Design

Enemy Types

We've designed several distinct enemy types, each requiring different tactics:

Scout Drones

  • Fast, agile, low health
  • Swarm tactics
  • Best countered with rapid-fire weapons

Heavy Sentries

  • Slow, heavily armored
  • Powerful but telegraphed attacks
  • Weak points must be exploited

Hunter Units

  • Balanced speed and armor
  • Adaptive AI behavior
  • Requires constant movement

Boss Machines

  • Unique mechanics per encounter
  • Multiple phases
  • Environmental interaction required

Combat Mechanics

Weapon Systems

Players have access to various weapon types:

  • Energy Rifles: Balanced damage and range
  • Plasma Shotguns: High close-range burst damage
  • Shock Cannons: Area control and crowd management
  • Precision Lasers: Weak point targeting

Dodge and Movement

Mobility is survival. Our dodge system includes:

  • Quick Dash: Short-range evasion with i-frames
  • Slide: Momentum-based movement under obstacles
  • Wall Run: Vertical mobility for tactical positioning

Lock-On System

We've implemented a soft lock-on that:

  • Assists targeting without removing player control
  • Can be toggled on/off for different playstyles
  • Highlights enemy weak points when active

Combat Arenas

Each combat arena in MechaNest is designed with multiple approaches:

Verticality

  • High ground advantages
  • Drop attacks for bonus damage
  • Elevated cover positions

Environmental Hazards

  • Electric fields to kite enemies through
  • Explosive containers for area damage
  • Malfunctioning machinery to exploit

Cover System

  • Dynamic destructible cover
  • Soft cover for quick peek shots
  • Strategic positioning opportunities

Difficulty and Progression

Adaptive Difficulty

We're testing an adaptive difficulty system that:

  • Monitors player performance
  • Adjusts enemy aggression dynamically
  • Maintains challenge without frustration

Skill Progression

Players can unlock and upgrade:

  • Combat Abilities: Special attacks and defensive moves
  • Weapon Mods: Customize weapon behavior
  • Augments: Passive stat improvements

Testing and Iteration

Through playtesting, we've learned:

What Worked

✓ Weak point system creates engaging targeting decisions ✓ Dodge timing feels responsive and fair ✓ Enemy variety keeps combat fresh

What We Improved

→ Increased visual feedback for successful hits → Tuned enemy HP pools for better pacing → Enhanced audio cues for attack telegraphs

What's Next?

We're currently working on:

  • Boss Encounters: Unique mechanical titans
  • Combo System: Rewarding aggressive play
  • Ability Synergies: Powerful combination attacks
  • Arena Variety: More environmental interactions

Community Feedback

We'd love to hear your thoughts:

  • What combat features excite you most?
  • What games have your favorite third-person combat?
  • Any mechanics you'd like to see?

Drop your comments on our Discord or social media channels!

Closing Thoughts

Creating satisfying combat is an iterative process. We're committed to refining and polishing these systems until they feel just right. Every playtest brings new insights, and we're excited to see how players approach these challenges.

Stay tuned for more development updates!

- PhilBerex, Lead Developer

Tags

#combat#gameplay#mechanics#development

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