Thank you for your feedback. Really appreciate it.
With regards to the block. I will probably keep it as omni-directional capability, but what I do plan for future is to implement a “block break” move by the enemy. So you can’t just sit there blocking all day. Also planned is an attack out of block. So currently you have to let go of block and then you can attack normally, but I want to make a special attack that can take you out of the block directly into an attack move. Basically to get clear if you’re surrounded, busy blocking.
The game play is more based on the fighting than anything else. It’s essentially a side scrolling brawler. I don’t plan any real puzzle elements and very little if any platforming elements. For this first game, I plan to keep it simple and under control, so the project doesn’t get away from me. I want to be able to finish it in decent time and then see if it’s worth making something bigger, based on the same concept, but taken much further.
Yes, the sand is vertex painted.
For the sword, I’ve actually shown how I do the attacks and hit detection in my youtube videos. The last video there actually shows how damage is applied, which include how hits are detected. But if you watch the series I explain all the attack sequences in detail. In short though, the hit detection is done by a capsule overlap, the capsule being attached to the sword.