
There's many different carrot/stick approaches you can use to solve this problem, more than I can list in an answer. Would that be a viable option to make both melee and guns equally viable, and are there other ways to do it? I know it's possible to make guns and melee weapons fulfill different functions, like guns only able to attack one target at a time (except shotguns) with varying fire rates, while most melee weapons are able to attack faster than guns but with a much shorter range, or able to attack multiple targets at once within its hitbox but much slower than guns.įor example, make the melee weapon have a large hitbox and able to apply some non-elemental Damage over Time but with low damage itself, and the gun a quad-barreled shotgun that delivers massive damage at close range but with long cooldown. Though, with the existence of guns, I'm not sure anyone would want to use the characters' melee weapons.

I want to make both ranged and melee combat viable, or as close to equally viable. It's the balancing issues that got me stumped. The basics, I get (right now I use a free game art sprite set, and I can use the frame number in the animation to fire a bullet or enable the melee attack hitbox). The gun used and the melee weapon would be different per character - one would have a high caliber revolver and a greatsword, while another would have a high RoF assault rifle and a knife, for example.

The gun would be bound to the right mouse button and the melee to the left mouse button, though I do plan on making it so that the player can switch their primary attack type. My intention was to make the character fight with both guns and melee weapons, with gunplay like the Metal Slug series and melee mechanics akin to what's found in Dead Cells. I have a plan to make a 2D action platformer game, and I've started prototyping a bit in Godot 2D.
