Jumpingbananaboat wrote:So will it be we can dash only at first and then a level or 2 later we upgrade to a charge? Again like how your making this dynamic weight shift effect how Samus will act depending how her fullness.
It actually probably won't be a powerup and will just be granted as soon as you unlock the dash.
Jumpingbananaboat wrote:I was wondering later on if the state of how full Samus is will affects her chance of being eaten. Not to say she won't take damage during the attempt but she could be regurgitated half way or a animation playing showing the pred unable to swallow her down.
EX:Human size,
empty = 100% eaten
1 prey = 75
2 prey = 50
3 prey = 25
4 prey = 0
Drake size,
empty = 100% eaten
1 prey = 100
2 prey = 75
3 prey = 50
4 prey = 50
Some form of this may be likely, though got a ways to go before getting to that.
Jumpingbananaboat wrote:Would that be a power up as well or would change it around so the absorption will replace how auto is right now. Actually if you want to do a upgrade system for digestion perhaps Samus starts with manual only and gets more option throughout the game like:
Manual will be the fastest but you get less health, auto will be the same time but you digest all captured prey, absorption is the slowest but gives the most health (though may want to swap auto and absorb?). Or maybe she only does slow absorption at first and the other two will be faster upgrades.
It's not going to be powerup based, but instead shifting it to behave (mostly) more realistically - once enemies are swallowed, a timer will begin counting down for digestion. This timer is added to for each additional enemy swallowed, and may be set higher or lower based on enemy type. During this time, the player will be prone to potential struggle contests - events that stop the player and they will need to take a moment to fight to keep struggling prey down. Once the digestion timer finishes, struggling will stop and the player's belly will be mostly still. Struggle contests won't happen, and indigestion will be much less frequent. At this point, the player will be able to begin absorbtion (which currently parralells the auto digestion phase). Trying to start auto digest/absorb before this won't be possible. Once absorbtion is started, it will behave similarly to how auto digest does now, except with the incremental part for when you have multiple prey being absorbed. Eating another enemy during this essentially resets the process with a struggling belly again until the digest timer finishes, at which point absorbtion can be reactivated. Meanwhile, quick digest will now have a dual action - while it can't be used to instantly digest struggling prey, it can be used to spead up the digestion timer significantly. Once they've stopped struggling, it can then be used for a rather fast absorbtion process, either before or during auto absorbtion, generally behaving similar to how it does now.
Point of the difference in struggle vs still phases of prey prior to beginning absorbtion is so that players can take more full advantage of the perks of being full, while not constantly battling indigestion. Additionally, I plan to give the player more ways to deal true damage and not just stuns, also giving enemies actual health pools in the meantime. A lower health enemy will spend less time struggling, and they can be KOd entirely to keep them from being a bother, at which point they can be eaten at any time without ever struggling.