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Anatomy Combat System ~ * Feat Tiger Beetle v/s Jumping Spider *
Swishing antennae, flailing mandibles and blisteringly fast limbs, a virtual tour of insect anatomy is now presented in DoN, in the form of an "anatomy combat system". The idea is to repackage traditional combat mechanics, a format that many players are already familiar with, in a manner that complements the game's focus on the natural world. Strike the Thorax to weaken your opponent, launch a critical hit onto the Abdomen for that final blow, or patiently prod their Forelegs to soften them up.![](http://www.drunkonnectar.com/wp-content/uploads/2018/03/DoNs-Anatomy-Combat-System.jpg)
~ Video Coming Soon! ~ Subscribe to DoN's Youtube Channel to be notified!
So far only Tiger Beetle v/s Jumping Spider confrontations use this new system. The existing grappling system is still intact across the board and will always continue to be the ultimate decider in settling creature confrontations.
To try this new system you can either use the "Face Off" mode and setup a Tiger Beetle v/s Jumping Spider matchup (or use the quick link when the game opens) or you can play the Survival mode as either species and eventually you'll bump into an ill-tempered rival :)
It is worth mentioning that you can (and should) flee from combat when you are overwhelmed, either via loss of health, or when you're swarmed by multiple opponents. To flee, just run away from your opponent and stay away for long enough! Similarly, the A.I. also flees from battle when it is about to be defeated. By the way, try snatching a fleeing Tiger Beetle if you can. They're very fast!
Your feedback is eagerly solicited on this new system! The current intention is to use this system to cover all rivalry interactions (predator v/s predator, etc) and some other future situations such as competing peers from the same species (mating rights, etc). The "Playfights" of Act 1 (which are the basis for this system) are meant to serve as training for the actual confrontations in Act 2. You have the opportunity to influence the future direction of this experimental system, so please try out this update and voice your thoughts below, in the forums or via the in-game Feedback Tool.
So get those insect body parts swirling now and check out DoN's new anatomy combat system in this update! WIth ❤, Venugopalan Sreedharan
[ 2018-03-24 01:15:53 CET ] [ Original post ]
Introduction
Swishing antennae, flailing mandibles and blisteringly fast limbs, a virtual tour of insect anatomy is now presented in DoN, in the form of an "anatomy combat system". The idea is to repackage traditional combat mechanics, a format that many players are already familiar with, in a manner that complements the game's focus on the natural world. Strike the Thorax to weaken your opponent, launch a critical hit onto the Abdomen for that final blow, or patiently prod their Forelegs to soften them up.
![](http://www.drunkonnectar.com/wp-content/uploads/2018/03/DoNs-Anatomy-Combat-System.jpg)
~ Video Coming Soon! ~ Subscribe to DoN's Youtube Channel to be notified!
Which parts of the game have changed?
So far only Tiger Beetle v/s Jumping Spider confrontations use this new system. The existing grappling system is still intact across the board and will always continue to be the ultimate decider in settling creature confrontations.
How to try the new combat system?
To try this new system you can either use the "Face Off" mode and setup a Tiger Beetle v/s Jumping Spider matchup (or use the quick link when the game opens) or you can play the Survival mode as either species and eventually you'll bump into an ill-tempered rival :)
Fleeing from Combat
It is worth mentioning that you can (and should) flee from combat when you are overwhelmed, either via loss of health, or when you're swarmed by multiple opponents. To flee, just run away from your opponent and stay away for long enough! Similarly, the A.I. also flees from battle when it is about to be defeated. By the way, try snatching a fleeing Tiger Beetle if you can. They're very fast!
Feedback Sought
Your feedback is eagerly solicited on this new system! The current intention is to use this system to cover all rivalry interactions (predator v/s predator, etc) and some other future situations such as competing peers from the same species (mating rights, etc). The "Playfights" of Act 1 (which are the basis for this system) are meant to serve as training for the actual confrontations in Act 2. You have the opportunity to influence the future direction of this experimental system, so please try out this update and voice your thoughts below, in the forums or via the in-game Feedback Tool.
Until next time!
So get those insect body parts swirling now and check out DoN's new anatomy combat system in this update! WIth ❤, Venugopalan Sreedharan
[ 2018-03-24 01:15:53 CET ] [ Original post ]
Anatomy Combat System (Featuring Tiger Beetle v/s Jumping Spider)
https://www.youtube.com/watch?v=xvriGPUi7Mw Subscribe to DoN's Youtube Channel to be notified of new content!
Each creature's body is divided into major body parts; the primary limbs for locomotion, the head, thorax (or cephalothorax if they're fused together like in arachnids), abdomen, etc. Each body part then has a unique potency in an offensive capacity (eg: sharp mandibles deal more damage) and in a defensive role (eg: Abdomens are a weak spot, target them for earning critical hits on your opponent!) When two creatures engage in combat these bodyparts are shown to the player when they're struck and additional commentary is provided in some cases. Additional features like permanent limb damage (target the legs to limit the opponent's mobility), limb severance, etc, may be considered in the future, but for now player feedback is being monitored to first perfect the basics of this system.
So far only Tiger Beetle v/s Jumping Spider confrontations use this new system. The existing grappling system is still intact across the board and will always continue to be the ultimate decider in settling creature confrontations.
To try this new system you can either use the "Face Off" mode and setup a Tiger Beetle v/s Jumping Spider matchup (or use the quick link when the game opens) or you can play the Survival mode as either species and eventually you'll bump into an ill-tempered rival :)
Don't forget to use the Sandbox mode to setup your favorite matchups too!![](http://www.drunkonnectar.com/wp-content/uploads/2018/03/Group-Combat.jpg)
A group brawl featuring a horde of Jumping Spiders overwhelming a smaller, but more fleet-footed troop of Tiger Beetles. Psst: The Jumping Spiders won ;)
It is worth mentioning that you can (and should) flee from combat when you are overwhelmed, either via loss of health, or when you're swarmed by multiple opponents. To flee, just run away from your opponent and exit the combat zone (which is a predetermined radius of distance away from your opponent!). Similarly, the A.I. also flees from battle when it is about to be defeated. By the way, try snatching a fleeing Tiger Beetle if you can. They're very fast!
Your feedback is eagerly solicited on this new system! The current intention is to use this system to cover all rivalry interactions (predator v/s predator, etc) and some other future situations such as competing peers from the same species (mating rights, what not). The "Playfights" of Act 1 (which are the basis for this system) are meant to serve as training for the actual confrontations in Act 2. You have the opportunity to influence the future direction of this experimental system, so please try out this update and voice your thoughts below, in the forums or via the in-game Feedback Tool.
So get those insect body parts swirling now and check out DoN's new anatomy combat system in this update! WIth ❤, Venugopalan Sreedharan
[ 2018-03-24 01:15:53 CET ] [ Original post ]
Swishing antennae, flailing mandibles and blisteringly fast limbs, a virtual tour of insect anatomy is now presented in DoN, in the form of an "anatomy combat system".
The idea is to repackage traditional combat mechanics, a format that many players are already familiar with, in a manner that complements the game's focus on the natural world.
Strike the Thorax to weaken your opponent, launch a critical hit onto the Abdomen for that final blow, or patiently prod their Forelegs to soften them up.
Gameplay Video
https://www.youtube.com/watch?v=xvriGPUi7Mw Subscribe to DoN's Youtube Channel to be notified of new content!
How it works - Explaining DoN's Anatomy Combat System
Each creature's body is divided into major body parts; the primary limbs for locomotion, the head, thorax (or cephalothorax if they're fused together like in arachnids), abdomen, etc. Each body part then has a unique potency in an offensive capacity (eg: sharp mandibles deal more damage) and in a defensive role (eg: Abdomens are a weak spot, target them for earning critical hits on your opponent!) When two creatures engage in combat these bodyparts are shown to the player when they're struck and additional commentary is provided in some cases. Additional features like permanent limb damage (target the legs to limit the opponent's mobility), limb severance, etc, may be considered in the future, but for now player feedback is being monitored to first perfect the basics of this system.
Which parts of the game have changed?
So far only Tiger Beetle v/s Jumping Spider confrontations use this new system. The existing grappling system is still intact across the board and will always continue to be the ultimate decider in settling creature confrontations.
How to try the new combat system?
To try this new system you can either use the "Face Off" mode and setup a Tiger Beetle v/s Jumping Spider matchup (or use the quick link when the game opens) or you can play the Survival mode as either species and eventually you'll bump into an ill-tempered rival :)
Sandbox Mayhem
Don't forget to use the Sandbox mode to setup your favorite matchups too!
![](http://www.drunkonnectar.com/wp-content/uploads/2018/03/Group-Combat.jpg)
A group brawl featuring a horde of Jumping Spiders overwhelming a smaller, but more fleet-footed troop of Tiger Beetles. Psst: The Jumping Spiders won ;)
Fleeing from Combat
It is worth mentioning that you can (and should) flee from combat when you are overwhelmed, either via loss of health, or when you're swarmed by multiple opponents. To flee, just run away from your opponent and exit the combat zone (which is a predetermined radius of distance away from your opponent!). Similarly, the A.I. also flees from battle when it is about to be defeated. By the way, try snatching a fleeing Tiger Beetle if you can. They're very fast!
Feedback Sought
Your feedback is eagerly solicited on this new system! The current intention is to use this system to cover all rivalry interactions (predator v/s predator, etc) and some other future situations such as competing peers from the same species (mating rights, what not). The "Playfights" of Act 1 (which are the basis for this system) are meant to serve as training for the actual confrontations in Act 2. You have the opportunity to influence the future direction of this experimental system, so please try out this update and voice your thoughts below, in the forums or via the in-game Feedback Tool.
Until next time!
So get those insect body parts swirling now and check out DoN's new anatomy combat system in this update! WIth ❤, Venugopalan Sreedharan
[ 2018-03-24 01:15:53 CET ] [ Original post ]
Drunk On Nectar
Venugopalan Sreedharan
Developer
Venugopalan Sreedharan
Publisher
2016-11-16
Release
Game News Posts:
94
🎹🖱️Keyboard + Mouse
Very Positive
(227 reviews)
The Game includes VR Support
Public Linux Depots:
- Drunk On Nectar Linux [6.07 G]
Drunk On Nectar is a Nature Sandbox game about animals, plants and ecology. Multiple game-modes allow you to either play as a creature yourself, simulate ecosystems or create scenarios of your own.
DoN aims to provide the most comprehensive nature experience gaming has ever seen. To this end, the game has been built at invertebrate-scale (a micro world) for an unprecedented level of detail. Plants in DoN are not flat props but living, growing entities that flower, pollinate and propagate across seasons like real plants. Finally, each species has unique gameplay depending on its morphology.
The current release features four invertebrate species: Jumping Spider (Phidippus Regius), Butterfly (Viceroy), Dragonfly (Common Hawker) and a Bee (Solitary) along with three flowering plants: Orange Lily, Greater Knapweed, Imperata Cylindrica (Grass) and a non-flowering plant: Fern. Trees and other flora are also featured but with only limited simulation at present.
Additional species of animals, plants and ecological phenomena are planned for addition once the game's EA goals (read above) have been met. You are welcome to vote for a creature or plant you're excited about for addition in the community forums!
--
While no game can possibly cover all of Nature, Drunk On Nectar is a sincere commitment to go as far as one possibly can.
DoN aims to provide the most comprehensive nature experience gaming has ever seen. To this end, the game has been built at invertebrate-scale (a micro world) for an unprecedented level of detail. Plants in DoN are not flat props but living, growing entities that flower, pollinate and propagate across seasons like real plants. Finally, each species has unique gameplay depending on its morphology.
The current release features four invertebrate species: Jumping Spider (Phidippus Regius), Butterfly (Viceroy), Dragonfly (Common Hawker) and a Bee (Solitary) along with three flowering plants: Orange Lily, Greater Knapweed, Imperata Cylindrica (Grass) and a non-flowering plant: Fern. Trees and other flora are also featured but with only limited simulation at present.
Additional species of animals, plants and ecological phenomena are planned for addition once the game's EA goals (read above) have been met. You are welcome to vote for a creature or plant you're excited about for addition in the community forums!
--
While no game can possibly cover all of Nature, Drunk On Nectar is a sincere commitment to go as far as one possibly can.
MINIMAL SETUP
- OS: Ubuntu or equivalent distro
- Processor: 3 Ghz Dual-Core 64-bit CPUMemory: 8000 MB RAM
- Memory: 8000 MB RAM
- Graphics: OpenGL 3 compatible GPU with 2 GB VRAM
- Storage: 10000 GB available space
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