Huge week for Forgeground with 23 commits delivering melee combat, an expanded creator system, and new genre modes.
Melee Combat System
A complete melee combat overhaul:
- >Attack phases - Windup, active, and recovery frames for each attack
- >Blocking - Damage reduction with perfect block windows
- >Parrying - Precise timing for counter-stuns and invincibility frames
- >Combo chains - 5 combo patterns with finisher bonuses
- >Stamina system - Attack costs and blocking drain
- >Poise/stagger - Break through guards with sustained pressure
- >10 melee attacks - Each with unique timing and damage profiles
- >Directional attacks - High, mid, and low targeting
The Blade weapon now uses the full combat system with HUD elements for stamina, poise, combo counter, and timing indicators.
Creator System Expansion
96 new components for weapon and ability creation:
| Category | New Components | |----------|----------------| | Weapon Frames | +12 (twin, flak, coil, shard, torch, lance, needle, grenade, minigun, crossbow, cannon, sidearm) | | Delivery Systems | +14 (boomerang, drill, cone, mines, turret, orb, tether, volley, melee-spin, vortex, mortar, swarm) | | Damage Types | +10 (quantum, radiation, sonic, psychic, holy, necrotic, plasma, gravity, temporal, chemical) | | Effect Modifiers | +22 (magnetic, volatile, weaken, marked, blind, silence, overcharge, executioner, momentum, soul-harvest) | | Physics Fields | +10 (void, stasis, chaos, repulsion, attraction, distortion, acceleration, reversal) | | Ability Effects | +28 (teleport, wall-run, phase-walk, lunge, missiles, chain-lightning, singularity, and more) |
New Genre Modes
Three complete genre configurations for the cross-genre game system:
Cards (Tactical Summoner) - 10 mana pool with regen, 7-card hand, 5-creature board - 22-second phase cycle for strategic play - Mouse-driven card play with creature commanding
Rhythm (Beat Warrior) - 4-lane note highway (D/F/J/K inputs) - Timing bonuses: Perfect (1.5x), Good (1.25x), OK (1.0x) - Flow meter and combo system with uncapped scaling - Dynamic BPM (90-150) adapts to combat intensity
Racing - Full racing mechanics integrated with combat
Game Feel Improvements
- >Movement feel - Landing impact, head bob, slide tilt
- >Hit feedback - Hit types, hitstop, and screen effects
- >Weapon recoil - Per-weapon recoil patterns
- >Retro-futuristic visuals - Complete visual redesign for all modes
AI Updates
Melee combat AI with blocking, parrying, and combo behaviors for NPCs.