Here is the short-range melee attack.
I think it snaps back to the idle animation a little too fast, so I’ll work on that.
Its also been incorporated into the game. I’ll upload a video once I get around making screen recording work on my PC.
6 hours 4 hours to go before the meeting, I’ve made an initial test for melee attacks. Since I don’t have any screen recording software at the moment, here is a recording from my tablet:
(Next, time, I’ll rummage through this.)
And here I’ve still yet to explain what those rings are when you attack. I don’t have time to make a diagram right now, but basically, each ring denotes one type of attack.
The smaller ring is for weak, fast, and short-range melee attacks.
The outer ring is, as demonstrated, for farther, more powerful melee attacks.
I’m taking cue from fighting games where you have varying degrees of attacks: maybe a light punch, medium punch, and heavy punch. A light punch makes you dash forward only slightly, while (generally) a heavy punch makes you dash forward a lot more.
Likewise in fighting games, enemies that get hit by melee here will receive pushback.
So I asked how long I have for the presentation and I got this response:
One thing stood out to me:
Which I take it he means Powerpoint Presentations, but actually meant presentations in general. Quite interesting to have mentioned that only 2 days away from the presentation! I guess having presentation materials is moot.
So, I’m rushing the melee attacks for the presentation. I got an idle, run, and now an attack animation:
So what is that red thing he’s holding? As mentioned in the blog, the setting is a fantasy world with guns instead of swords.
That thing he’s holding is a placeholder for what will eventually be a 3d model of a Blunderbuss. As you can see, he’s also using it as a blunt instrument.
This is weekly update number 2. That previous weekly update was just a bonus.
So I had been working on the data representation of melee attacks. I thought it was a good time to make a nice editor front-end for editing them:
This is the nice thing with Unity, you can extend the editor GUI yourself since it’s quite modular in showing data (i.e. components). That MeleeLimits is a ScriptableObject type of class.
What is that for? Its an idea I had in my old version of Tactics Ensemble. Continue reading
Here it is. The first weekly update.
I mentioned combo attacks as one of the things I was thinking of incorporating to the game. This is for melee. I thought it looked more natural that subsequent attacks (of the same attack type) would have different attack animations.
To reiterate, I want to have different (cycling) attack animations every time the same attack command is used in sequence.
Here is some programmer art to illustrate my point:
(You can see how I got lazy in the last attack pose. It was already 2am and I was hungry.)
I got into deep thought into how to implement a system for it and I was thinking of this: Continue reading