Combat System, part II
🕑 Added 2017-08-31 03:57:59 +0000 UTC It was certainly a challenge to get the upper body and lower body independence to look believable. But it is mostly working now.Here is a rather big gif file as demonstration:
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https://gfycat.com/GleamingScratchyLeopardseal for full gif. Warning: Large file.
Here is another view from different angle. Note that the actual hit system is not implemented yet.
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Here is a more detailed explanation of the the combat system for those unfamiliar:
Controls:
- <DIR_KEYS> (WASD) -> movement
- <ATTACK_KEY> (mouse1) -> attack
- <GUARD_KEY> (mouse2) -> guard
Movement: <DIR_KEYS>
- 2 modes: walk and run
- when walking: unit is facing direction the unit is looking at (eg. camera), moves at slower speed than run
- when running: unit is facing the direction its moving towards, moves at faster speed than walk
Guard <GUARD_KEY>
- turns guard on
- running is disabled/ unit will only walk during guard
- direction of guard is based on the prev pressed direction key. So for example, <LEFT> + <GUARD> means to enter left-guard, or switch to left-guard from a different guard direction
- Guard persists even if <GUARD> key is let go
- Guard is canceled when player double taps a direction key (starting a run)
Attack <ATTACK_KEY_DOWN>
- prepares an attack, there is a minimal period of time (affected by weapon/stats/skill/perks/etc) before the actual attack swing is released
- if <ATTACK_KEY> is held down:
- the attack swing will only initiate when the <ATTACK_KEY> is let go
- charging longer than the required time will increase the amount of damage dealt, up to a limit
- if <ATTACK_KEY> is immediate released (eg. a click):
- the attack swing will immediate commence once the minimal required amount of time has passed
- direction of attack is inputed in a similar manner as guard
- an attack can be canceled with the <GUARD_KEY> before it is "released"
- Running Attacks is possible
DETAILS
- Blocks are only successful if the direction of block matches the direction of attack. So for example, a <UP_BLOCK> is ineffective against <RIGHT_ATTACK>.
- Successful blocks are not 100% guaranteed to interrupt/stop the opponent's swing, but will reduce the damage taken.
- Attacks have cleave by default, the swing is not stopped after hitting the first opponent but will continue on, possibility hitting multiple opponents with every swing
- No location differentiation (hitting head same as hitting leg)
Comments
Enlit3D
Im not against the idea in general, but of course, it comes with its own difficulties. I like to give it a try at at least in the future.
Moonshield
Will we be seeing group H at any point in future? Can imagine it would be a pain to implement, but i feel it will add much to the games, uh... flavour.
Enlit3D
The game is an extension of Heroine Rumble but with a shift in focus to be an action RPG rather than fighting/wrestling. I am primarily working on the "new stuffs" at the moment but otherwise many systems in HR will be transferred over.
UlteriorMotive
So, you're making a game from the ground up to be Skyrim with Defeat and Death Alternative turned on?
Looks cool! Can't wait for a playable build!
BoogerBrigade
I like it so far. Definitely reminds me of M&B but keeps the original ero title in the game. You've come far. I like.
BoogerBrigade
I wouldn't imagine anyone up and blocking more than one attack unless we're talking greatshield/lance combo weaponry.
BunnyUqou
So how will like mermaids and harpys work or are those type of unque type monster won't be put into play yet? All so how would you parry/Block attacks from so many enemies?