Thursday, May 30, 2019

Collisions. Beat up a goblin.


Did the main work on attack collisions. Leads to some funny interactions when you dial the attack speed up to 11. 

No H yet but soon. Wanna make it so you can get hit and defeat the eney, then H.
http://www.mediafire.com/file/ky0yk8jgpl9cqkp/example.rar/file


Ignore weird inconsistencies in the controls, not really done with them yet.
Main thing was just getting the attacks programmed. Won't work on defending until after the first H is added, probably. Also will make it so knockback is effected by attack charge. Or at the very least damage will be. 

7 comments:

  1. Any plans for air combos? I noticed that it's kinda hard to do in this test demo due to how far the knockback is, which is of course subject to change.

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  2. Based on the demo, the combat seems that it'll center around juggling the enemies. Having some sort of Devil May Cry style combo meter might help incentivize players to play that way, if it is the style of combat you desire. I feel adding single extra attack type, a lunging stab, would add enough complexity to keep the combat fun and unique enough for a full game. In the demo, the knockback is a bit much, though I'm sure you're aware of this. The knockback amount can and should be varied between weapons, depending on the weapon's speed and size. Basically a dagger wouldn't send a goblin as far as a greatsword. Another thing to note is that by having 3 swing types, a massive amount of variety can be achieved with the different weapons. For example, the sword would have a standard moveset (same as the demo but including a lunge). A hammer however would be different. Its normal attack string could be overhead->stab->overhead->stab->etc and its lunge would be an overhead as well. Doing this could drastically increase variety without having too insane of a workload.

    When it comes to clothing, there are options. The easiest clothing type to make would just be skin-tight clothes (just recolor the nude character model). If a more rouge-lite armor progression style is desired, then you could take the TBOI route where each armor piece has it's own separate anim and is affixed to the character through code. Maybe just animate a whole armor set. However, crazy idea, but the armor sets could be randomly generated. Each piece of the armor (shoulderpad, chestplate, etc) would each be individually crafted and the stitched together through code. Armor set properties and skills could possibly even change based on the randomly selected parts, like tiny boots w/ low defense but granting speed boost along with a bone-covered chestplate w/ low defense but attack up.

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  3. Loving the simplicity of downward strike spiking, and the upward slash launching.

    No hands on just yet, but I can feel how solid that's implemented.

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  4. Do you think you can change the weapon properties up between builds just so we get an idea of what you're going for with the weapon system?

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    Replies
    1. Well, I'll mostly stick to one or two variations when I start, but it wont be long into dev that you'll be able to equip different weapons, so I'll probably start having different sets of stats even before I animate new weapons.

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  5. Mamono Assault ForceJune 1, 2019 at 9:14 AM

    The second attack seems like it both does and doesn't perform a knock-up. Though that's probably an inconsistency as you mentioned.

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    Replies
    1. Nah, it's due to the hitbox you connect with.

      Weapons have weak, medium, and strong hitboxes. The weak hit sends up, but not very much. That way you can chain weak hits.

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