Reflection as Combat

This week for me was primarily giving the player a way to attack with only defending.
Inspired by the combat in God of War Chains of Olympus, I felt that this reflection mechanic would be perfect for VR.

In my final mechanic for the Launch Pad Demo, I wanted to make a combat sequence that would utilize the satisficing effect of reflecting an attack, but only giving the player that reflection ability in combat.
Screen Shot 2018-09-10 at 85344 AMpng So what I did was add reflection cubes on the Go remote in the game.
Screen Shot 2018-09-10 at 85332 AMpng I attached three cubes to the remote, one each giving its own element to the reflection mechanic. The Closest cube away from the player reflects the slowest giving the enemy time to dodge the countered attack. The second cube is the middle ground the sort of sweet spot where reflecting would cause the attack to be reflected back to the enemy hurting the attacker with their own attack. The last cube, closest to the player reflects the attack the fastest, but the widens the player’s risk getting hurt waiting to the last minute to reflect.
Right now I am testing this mechanic in VR and hope to get playtesters soon.

we are also adding the finishing touches to the forest scene and it is looking good!

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