XaiJu
enlit3d
enlit3d

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A question about combat. (poll)

Implemented collision handling across multiple chunks. The "seams" in between chunks were a PIA to handle but it seems to be working correctly now. Also added save/loading functionality for maps. And after sometime playing basically Minecraft-lite, made this: 

Anyways, what this means is that the voxel terrain system is functional enough for me to start considering implementing/porting gameplay elements. And while I decided on the Mount & Blade directional attack/block system, I am undecided on whether or not characters should be able to move in any direction while using their melee attack.

So for example, in fighting games, and SoulBourne games, the characters can not alter their movement during their swing; once they start their melee attack, their movement pattern is set from the start to the end.

In contrast, in Mount and Blade and say, shooters, attacking is independent of movement. So a character can move freely while attacking.

Which one do you prefer?

Comments

Yea its fixed in next version

Enlit3D

Totally off topic...and maybe a bit late to ask probably. But in the latest version of HR i am incapable of changing the A+K move in both story and adventure mode. I tried both the drag, and the press j options but once i click X button or press L, i check back and boom! Raaaapiid kiiiicks is still there .-. I didnt have much of a problem with it before because i used the other moves more, but it is starting to be annoying and would like to know how to workaround it or possible fix it lol

JaB

I think having it depend on the moves is the best choice, powerful attacks shouldn't let you move around much and light attacks shouldn't lock you in place. If I had to choose one though, I would have them lock you in place for more thoughtful combat, but there could be some exceptions with special moves.

That One Guy Who Never Pledges

Yes I do plan on a HR update in Aug. Certainly can add a challenge mode of some kind after the story is beat. But otherwise I dont plan to add major features in HR.

Enlit3D

Quick question. will there be a update on demo for heroine rumble in august? if so, can you add more difficulties on story mode so we can keep playing? like a NG+ (like all the same buth with double the level) and will there be any other character that we can customize? or have an easier to way to switch between clothing?

Figured I should go into detail and give you a decent idea I think stats should determine how combat is played out. For example, if this has weapons included, a Great Sword user would be either limited mobility with his attacks, or immobile. However, some (Insert OP Cloud main) ninja class could use more mobility, but be unable to graze through armored opponents, etc. Guess that's what the new "Army" system could be used for. As far as the 1v1's go, mobility is a must. Otherwise you'll get static gameplay.

BoogerBrigade

I was thinking something similar to that would work well, having levels of attack that affect your movement speed at different increments, like a light attack making you slow to only 0.9 movement speed, a medium attack hitting you with like 0.5 and strong attacks bringing you down to 0.1 or like Nathan suggested locking you in place entirely. Course one could tweak those numbers according to how much damage each attack is doing and if you wanted to be really realistic about it what kind of weapon they are using too. Obviously attacking with larger two-handed weapons is going to take more out of a person... but then things start getting really complex I guess :P

Renmaru

Doing both is certainly an option game design wise, but implementation wise its same as "independent", haha.

Enlit3D

I would vote for a mixed setup; walking attacks that have low range and strength while standing without moving attacks have more range and strength, and maybe heavy variants that lock movement for a second. I usually have the feeling that when melee attacks and movement are independent everything ends like "Running to your enemy while swinging a two handed sword and then moving backwards when the swing animation finishes trying to poke each other with the tips of the weapons"

Eternal_Decay

Why not both?? Have light attacks not limit your movement but have little damage and then have medium attacks that slow your movement and heavy attack completely lock your movement because you are putting your whole body into your swing?

John42bravo

I like the idea of independent movement, feels more real in terms of fighting and all that. I would think there's few exceptions though. Like obviously if any sort of lower body movements (kicks) were implemented those would be a locked movement. Maybe like crazy "power" moves where the character attempts to make some sort of strong strike would lock their movement too. Na mean fam?

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