Screenshot of FiredrakeVR Combat melee style

Dev Blog: Combat Update!

For the past couple of weeks, I’ve been deep in the dungeon, fully focused on refining Firedrake’s melee combat. This has always felt like the weakest part of the game during early builds and prototypes, and it was time to fix that.

Now, I’ll admit, this isn’t the full-blown “physics-based melee” system you see in some of the big sword-and-sorcery VR titles (not yet, anyway). I’d love to build a truly reactive combat model where blades clash and parries feel physical, but that level of system takes a ton of time and research… and right now, Firedrake needs to keep moving forward. There are just too many other fires to tend , tools, systems, admin layers , all the hidden machinery that makes the game actually run.

So, I drew the line and rebuilt the melee system around a tighter, more arcade-inspired experience. The earlier version felt too flat, like swinging a sword through fog. It worked on paper, but not in VR.

This new version? It feels right.
I’ve layered in better hit feedback, sound, blood effects, and even subtle haptics on impact to really sell the sensation. It’s not physics-based, but it’s responsive, satisfying, and quick, exactly what I wanted for now.

That said… there’s one beast still giving me trouble: the Necroknights.
These armored skeletons are a core part of Firedrake’s world, and they fight with swords, daggers, and spears. It feels wrong not being able to block their attacks. IT feels, immersion-breaking, even.

My current idea: reimagine their weapons as “Soulfire” blades, ghostly, demonic flame weapons that can’t be blocked by mortal steel. It adds lore flavor and solves the gameplay problem in one stroke. I’ve just finished wiring up the melee system, so that’s next on the prototype list. We’ll see if it works in practice.

Onwards, into the fire

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