Looks great. My only gripe so far is how the character dodges attacks. I don't like rolling on the floor to dodge. That was the very reason that combat systems in games like The Witcher 2 didn't quite do for me. And look what the devs (CD Projekt Red) did for the upcoming The Witcher 3, they scrapped rolling for dodging, as they either knew it was a bad idea from the beginning, or because of fanbase complaints. They replaced it with a more efficient sidesteping dodge. I know it's a game, but a character rolling on the floor while wearing full-plate armour with maile underneath it's just preposterous. A short side-step (also forwards and backwards) would be ideal against single enemies, while a side jump (something like in the Zelda games) would be more effective against groups, or to dodge big projectiles.
Hello,
I really like your high quality deep comment, and I must say that from a logical perspective you are 100% right, I'll try my best to make a proper dodging animation just like the one you described. However, I wont scrap the rolling ones but instead I'll add a high stamina cost for performing it, this may takes time though!
your suggestions are always welcome:)
PS: I accidently pressed the minus karma button and unfortunately it's not possible to undo that So I'm really sorry for that.
I glad that you took the time to read my post and, better yet, to reply it.
I understand that you don't want to scrap the rolling animations. That's basically throwing hours of work to the rubbish bin.
High stamina cost is a good decision, but I'll insist on the sidestep manouver.
Severance: Blade of Darkness is a perfect example of a game with an excellent melee combat system. Very ahead of its time.
The Knight and The Barbarian were my favourite characters as they were the most fun to play with.
If you never played it, I highly recommend you to check it out, at least gameplay videos of it. It would serve you well for Primaveal.
You are welcome,
Severance: Blade of Darkness is one of my all-time favorites,The Knight and The Barbarian were my favorites too, and the game is a big inspiration for me, I'm still working on the evade animations and mechanics, I'll be showing them as soon as they are ready.
I've commented in another post about severance as well. I too highly recommend you check it out. This looks really great, however I think having a lock on feature would eliminate the need to run away and make it easier to perform rolls and directional attacks.
I agree, target lock would be good addition for the game! However you i'll need to run away sometimes that's why it was manually activated in severance.
Looks great. My only gripe so far is how the character dodges attacks. I don't like rolling on the floor to dodge. That was the very reason that combat systems in games like The Witcher 2 didn't quite do for me. And look what the devs (CD Projekt Red) did for the upcoming The Witcher 3, they scrapped rolling for dodging, as they either knew it was a bad idea from the beginning, or because of fanbase complaints. They replaced it with a more efficient sidesteping dodge. I know it's a game, but a character rolling on the floor while wearing full-plate armour with maile underneath it's just preposterous. A short side-step (also forwards and backwards) would be ideal against single enemies, while a side jump (something like in the Zelda games) would be more effective against groups, or to dodge big projectiles.
Hello,
I really like your high quality deep comment, and I must say that from a logical perspective you are 100% right, I'll try my best to make a proper dodging animation just like the one you described. However, I wont scrap the rolling ones but instead I'll add a high stamina cost for performing it, this may takes time though!
your suggestions are always welcome:)
PS: I accidently pressed the minus karma button and unfortunately it's not possible to undo that So I'm really sorry for that.
I glad that you took the time to read my post and, better yet, to reply it.
I understand that you don't want to scrap the rolling animations. That's basically throwing hours of work to the rubbish bin.
High stamina cost is a good decision, but I'll insist on the sidestep manouver.
Severance: Blade of Darkness is a perfect example of a game with an excellent melee combat system. Very ahead of its time.
The Knight and The Barbarian were my favourite characters as they were the most fun to play with.
If you never played it, I highly recommend you to check it out, at least gameplay videos of it. It would serve you well for Primaveal.
You are welcome,
Severance: Blade of Darkness is one of my all-time favorites,The Knight and The Barbarian were my favorites too, and the game is a big inspiration for me, I'm still working on the evade animations and mechanics, I'll be showing them as soon as they are ready.
I can definitely see its influence in your project. Things like visible wounds.
I've commented in another post about severance as well. I too highly recommend you check it out. This looks really great, however I think having a lock on feature would eliminate the need to run away and make it easier to perform rolls and directional attacks.
I agree, target lock would be good addition for the game! However you i'll need to run away sometimes that's why it was manually activated in severance.