I am implementing the Strong Attack. I did a lot of level design in my game that I forgot how much data I need to take into account for frame data.
Not sure why but that made me laugh Anything for the perfect shot!
This week I devoted it completely to gameplay. I introduced a visible health bar above enemies, with a second yellow bar to indicate the damage of the last attack.
Also, I added a strong attack, which, besides being an attack with a higher range, does much more damage.
I need to finish tweaking the attack, as it’s too safe for me, since you can charge the attack from a distance with a nice range. Probably the charge of the attack will happen during a small dash forward, so that it is more unsafe to use it.
Also, I made several tweaks to the enemy balance, changing the health of enemies so that the Strong Attack damage has a significant impact, and reduced the hitbox of some weapons since enemies tended to hit you a little too much from a distance.
I started implementing the backstab mechanic, to be triggered when the player is +/- 60 degrees behind the enemy.
Hi there @Ordnas006 !
I wanted to say I adore the concept of the game and seeing the progress through the development. I’m actually glad to see the use of the long weapon tactic for longer reach as I know that’s very popular within 3d animation but I never get to see it in the developmental process.
I’m very excited to see further development and adore the addition of the backstabbing mechanic.
Hi @The_M0ss_Man!
Thank you for the kind words! It has to be said that my stretching of the sword is done very incorrectly compared to how it should be done (I scaled the entire sword mesh, and I’m not even interpolating) but the concept is the same.
I hope to show the backstabbing soon, likely this weekend.
Backstabbing logic implemented, including enemy damage. Need to finish other things, including animations and enemy throwing.
Today I’m going to start implementing the parry.
After the parry it is possible to frontstab the enemy. I was going to post a picture very similar to the backstab (but with the enemy turned instead of his back), so I thought I would do a series of screenshots with highlights.
I finally managed to post a new video about my progress! These weeks I implemented a couple of gameplay mechanics. I added the Parry, since in a serious combat system I think it’s an important mechanic.
The parry is active in the first 10 frames of the parry animation, in which any attack is parried, leaving the enemy in a state of knockback and possible counterattack by doing a Frontstab.
For the Parry animation, I edited an animation via keyframe inside Unreal Engine so that the player’s left arm moves to the left.
For the frontstab instead, I added some camera shakes, adding some forward-backward spring shakes, some rotational swings, and a slight camera zoom by tweaking the FOV.
Backstab mechanics, on the other hand, work similarly to Frontstab but must be done behind the enemy. To be valid, the player must be no more than 60 degrees behind the enemy.
So far I have used the same animation as Frontstab, but with an addition of an enemy throw. I don’t really like the enemy throw animation (a sort of a forward roll), I’ll probably replace it with a throw animation.
In the future I will fix the animation of the stabbed sword, I would like the hand to turn the sword in the flesh of the enemy, kind of like what happens in the Backstab animation of Demon’s Souls.
In addition, I changed the animation of the Hit Block knockback of the enemy, so that it is more distinguishable from when the enemy received a parry.
This week I’m returning to level greybox. I am placing a soldier who throws firebombs at you from above while you’re fighting a skeleton.
This past week I implemented the rolling boulder, one of the traps in the level. It’s a cinematics instead of being a physical object, because I wanted full control over its movement.
Then I made a modification to the Soldier Swordsman, some soldiers are throwing firebombs instead of going at the enemy. They are often placed in high areas to endanger the player in certain areas.
I also made changes to some parts of the level, such as widening the stairs where the rolling boulder will have to fall and finished placing enemies in the first tower of the level, especially enemies that throw firebombs at you.
In the gameplay video I didn’t include the rolling boulder since I haven’t finished adding it in the greybox level yet, it will be for the next video.