Combat, part III
Added 2017-09-09 23:52:43 +0000 UTCThe combat mechanics are almost finished now. There are still quite a few bugs and animation problems that need to be sorted out, but enough core systems are functional now to create an overview of how it works.
So like I mentioned before, the game will be based on Mount and Blade melee combat system. I like to start off by mimicking the functionality of other successful titles. This is because, well, those games probably did somethings right and and there are merits to their setup, even if it's not obvious at first.
CLICK ON THE GIF LINK FOR MUCH BETTER QUALITY ON SOME OF THE GIFS.
First thing first is the camera. The camera is controlled via mouse movement as what you expect in a 3rd person camera game. A set of direction keys (WASD) controls the character movement. The character can run and walk (guard):
https://gfycat.com/WideUntimelyBronco
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The core of the combat system is very simple. There is attack (left mouse button) and block (right mouse button). There are 3 different attack directions and 3 guard directions. To pick the direction of block, swipe the mouse towards that direction and then hitting the block key(right mouse button).
(Attacks works differently than what the following gif shows, it will always come from the same direction of block rather than be controlled by mouse movement)
https://gfycat.com/FrightenedConsciousEwe
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The purpose of these directions is that blocks only work if you block the correct attack direction:
https://gfycat.com/BitterPlayfulBeetle
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Some more "advanced" stuff:
First, you can move during attack/block.
Secondly, you may cancel an attack via guard before the attack is fully committed. This can be used to "feint" your opponent but since online multiplayer is a long, long distance away its more of a "oh shit" thing:
https://gfycat.com/FrightenedEarnestGoshawk
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Another concept is "parries." If you time the guard to be as close as possible as the time when the attack swing will connect, there is a greater chance of interrupting the swing. The idea is that there is a tradeoff between safety (guard as soon as possible) vs payoff (guard as late as possible, but possibly missing the block)
https://gfycat.com/ImportantIllegalBeaver
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And putting everything together:
https://gfycat.com/MildRawAfricanhornbill
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But who am I kidding, the player is so overpowered against the AI that you can simply do this:
https://gfycat.com/EachGoldenBorzoi
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Comments
I hope the last statement was a joke and that the AI is actually going to defend itself. Other than that, it looks great so far!
2017-09-10 14:31:13 +0000 UTCIts not a guarantee but based on things like the weapons of both parties and attacker's "internal stagger-meter".
Enlit3D
2017-09-10 05:42:26 +0000 UTCI see that you opted to go for three directions instead of four, I approve! In regards to parrying, is it binary or not? By that I mean does it either parry or not parry (like dark souls does), or does the parry have an increased effect /chance to happen the more "last minute" it was?
WeaponizedJerk
2017-09-10 01:32:06 +0000 UTCReally cool mechanics, I hope the combat will be challenging
Kian
2017-09-09 23:55:22 +0000 UTC