Moved in to the new place,
I have my desk set up, so I'm back to work.
Was messing with a new weapon today, and seeing what could be done with the swoosh effect in code.
If it's slow, It's possible that elements like the speed of the swoosh and it's coded movement could be tied to a stat or skill.
Top: fast swoosh.
Middle: Slow swoosh with partial X movement
Bottom: Slow swoosh with extreme X movement.
(Note, the player movement is the same in each, only the swoosh effect is different)
Only problem with making it a stat is that it can't really be applied to every weapon to the same effect. For example in this animation, the second swing can't move forward, otherwise it looks weird. Instead it has to move backwards.
This can be fixed somewhat by giving the swoosh an offset , however this would be a bit difficult to make automatic, since the offset depends on the speed, and the size of the actual swoosh effect.
I probably won't utilize it as a stat. Instead I'll probably just settle for using it on certain weapons to make them more distinct from one another, and to add a bit of smoothness to normal animations, like in the second image.
The speed of the swing could also technically be affected by a stat or modifier, since the slower the animation, the longer it stays out and is active. Though being out longer also means that it doesn't hit in front of you as fast. Maybe it could be something like stances you can switch between. (Not visual in the idle though, since that would be a lot of work.)
Anyhow, will get back to work on main games tomorrow.
Next time I work on the ongoing game I'll be working on the first enemy.