Final fantasy Dissidia, Dark souls, or most 3rd person action games, have a very precise hitboxes tied to the character, either their armor or body parts, or so it seems. I think its probably a matter of design philosophy, of how precise and efficient things should be…but i am really curious whether there is any solution to this?
How are character controller designed with the relation to their hitbox? How do hit box grow, shrink and disabled during gameplay? How will the character hitbox relate to each other upon attacks and parry? And what about the projectiles behaviours?
I don’t really have like a concise mapping of these on papers too yet, whether if i should list characters based on type and their range of actions? It’d be great if anyone can point me how to start the blueprint of this and mapping it out.