[h2]8 Directions & Combos[/h2]
Melee combat in All Hail Temos is based on two systems:
- An 8 Directional Swing system, based on the direction you are moving.
- A customizable combo system, the sequence of 8 directional swings you perform, while keeping a chain of hits.
The purpose of these systems is to provide different methods of attacking your opponent, and each directional will have a different Rock, Paper, Scissor type effect with various armor and actions of your enemy.

[h2]8 Directions[/h2]
For the sake of this article, I will refer to your movement direction as compass directions, so pushing forward on the keyboard or gamepad means north. Pushing left means west, down is south, right is east.
If you are moving west, then your attack will come from the east, travelling west. Matching the direction you are moving. If you are moving east, then you will swing from west to east, matching your movement.
Moving north east (up-right) means your swing will come from south west (bottom-left) to the north east, as you are moving.
If you move forward, it is a thrusting attack forward, and backwards is an overhead swing.
Per weapon type, such as one handed medium sized melee weapons, like a sword or an axe, these movement will always be the same, when you execute any given direction. This will allow you to learn how to move with respect to an enemy to strike them.
Strikes in this game are made with a collider close to the weapon, and fairly well-fitted colliders on all enemies, so to hit them, your weapon must actually collide with the area of their mesh… where you can see them.
This should improve the action portion of the game, as there is a high skill ceiling for hits and misses, as there are not large hit boxes, and hits only happen with a correct collision of the weapon.
Because of this, your movement must be based on making hits, not just aligning the enemy in front of you and attacking. You must know which 8 directional strike you will perform and then where you should be relative to the enemy to get a hit, so there is a lot of room for a high skill ceiling on movement, positioning and timing your strikes.

[h2]Customizable Combos[/h2]
Combos are meant to take this system further, so that if you can get consecutive strikes, in a particular pattern you get a critical strike for the next strike. If you can keep the chain going and complete another combination, then you can keep increasing the next critical strike.
Combos are customizable because you can pick your own combinations. There are defaults, but you can pick any pattern of combination that you want.
The trick to stacking combinations, is that you can never do the same combination twice in the same combination stack. So you must make and memorize new unique combinations, and then be able to land hits without missing to progress your combination.
[h2]The First Collision is the Hit[/h2]
Weapon colliders are fairly small so that you must actually strike the enemy with where your weapon is to land a hit, and the weapon will detect what it hits first and after it either hits a shield, or a body part, it becomes inactive, so the rest of the swing will not effect anything.
This means if the collider of your weapon first hits your enemy’s shield, or they are blocking you, then you will have to deal with that penalty, doing reduced or no damage to them.
If they are blocking or holding a shield, and your weapon hits their body first instead of the shield or blocking area, then you landed a full strike on them. So combat is based on making your weapon hits land, rather more reliant on stats and buffs. After hit has occurred, on a body or a shield, then there are normal RPG calculations to perform any damage reduction, and what damage is taken and any effects that are delivered, like electricity or fire.
[h2]8 Directions, 8 Effects[/h2]
Each directional hit has a normal effectiveness, and a special effectiveness. If you hit someone, you hit them. But the direction you swung from will have an additional effect on the opponent.
Attacking north is a thrusting attack with a sword (or a push-bash with a mace or axe), and has a Piercing force that has a Rock, Paper, Scissors interaction with the blocking type and armor type of the enemy.
If the enemy is blocking, there are 3 blocking type:
- Wide: A wide block is like a shield.
- Narrow: A narrow block is like using your sword, or a buckler.
- Sticky: A sticky block is either using something like a chain, or it is a technique that follows the attack, and “sticks” with it, to capture the attack.
These work in Rock, Paper, Scissors fashion with the 3 attack types:
The Rock, Paper, Scissors formula goes like this:
- Vertical beats Wide
- Lateral beats Narrow
- Diagonal beat Sticky
And secondarily, as R.P.S. does:
- Vertical ties Sticky. Vertical loses to Narrow.
- Lateral ties Wide. Lateral loses to Sticky.
- Diagonal ties Narrow. Diagonal loses to Wide.
Thrust (north) and overhead (south) are vertical. East and west are lateral. NE, SE, SW, NE are diagonal.
Picking the correct attack can cause more damage to be delivered, by neutralizing the effect of the armor or the block. So knowing your enemy, and how to defeat them can make your combat more effective.
[h2]Sneak Attacks - Being Unaware[/h2]
When an NPC is unaware of you, you get a bonus because they are not defending their vital organs.
If you are performing a melee attack on an unaware enemy, you get a 2X damage increase, because it is assumed you can hit a more vital area due to them not defending themselves at all.
With a ranged attack damage is only 50% higher, as you hit will them but are not able to pinpoint vital areas.
There is an advantage to shooting unaware enemies, but it is not immediately a dominant strategy due to being out of balance.

A Feather Sword attacks from right to left. Feather swords make enemies float like zero-gravity.
[h2]Skill Level Ups[/h2]
Skills are leveled up by using them, which gains each skill independent XP, and an overall XP for the entire skill group. Each skill and skill ground can level up, granting them the ability to gain more skills.
To actually get the new skills, or increase the level of a skill. You need to visit a Shrine of Temos, and exchange the XP accumulated in your skill to either level that skill up, making it more powerful, or
Skills are sometimes tunable, so that you can choose to expand more stamina for more power. This way you can tune how you want to use your resources to deal with problems. Super Jump could be tuned to jump less far, but use much less stamina so it could be used more often.
[h2]Hit Colliders[/h2]
Hit Colliders are close to the meshes, so for the sword object, the hit collider will be close to the sword model, and the colliders for enemies will also target limbs fairly close to the model.

Sword Collider is wider than the sword to ensure a hit is detected when swiping past small objects.
The benefit of this, is that is makes the gameplay more possible to be precise with target strikes.
Gear and skills will determine your characters ability to strike through armor and blocks, but the configured for hit colliders is very near the visible mesh, so if your sword actually hits the shield, then that is the place of contact.
In Melee combat, the first collision found will be the hit, and if the animation takes the model through further collisions, those do not count towards the hit. So if you hit a shield, that is where the calculation is made. You may still break through the shield and cause damage, but it will be reduced, or you may be completely blocked by the shield.
Hit colliders on a spiders limbs and body so different targets can be hit or can block you
Same with whatever kind of clothing you are wearing, it will test the hit, and determine the damage that makes it through the clothing, such as metal or leather armor, versus fabric clothing.

[h2]Consistent Strikes[/h2]
When you swing an attack, depending on the skill and weapon a different animation will play in each of the different directions or combination attacks, but for a given weapon and skill level, you will always have consistent animations, so you can learn where your sword will land at a given time during the strike.
The strikes are designed to follow same path every time, allowing you to be able to learn where they will be, and when, so you can get a strike on the target you are aiming for.
It’s design is intended to fell “Analogue” like a pinball machine, everything is moving, the enemy and you are both changing your positions, and you are looking in different directions, and the timing of the swing must be matched the distance from the enemy, and your angle to the enemy, as the sword’s collider must physically touch the the leg collider first, before touching a shield collider, so that it will hit the leg. Otherwise it hits the shield
This gives the player ultimate action control over where the collision occurs.
[h2]Hit Stops[/h2]
Hit stops are a simple effect where the character hitting, and character being hit have an slight animation pause to add more weight to the strike, but making a tiny slow down.
This has actually been with us since one of the first video games ever, as Space Invaders had a pause to the player and invaders on a bullet striking an invader.
In All Hail Temos, the hit stop pauses the animation of the character doing the melee attack for a few frames, and the character being struck by the melee attack for double those frames. This gives weight to both characters, but with a larger penalty for the one being struck.
This also provides another strategic element of striking, in that all the enemies around that are not struck are not being stopped, and can still move and attack the player during those frames. This will not create any significant disadvantage, but it does slightly change the playing field as you strike or are struck, along with improving the feel of making contact.
[h2]Hit Window[/h2]
During the sword swing animation, there is a “Hit Window”, where in that time if the collider of the sword will hit the collider of the enemy. In this time there are different strengths of damage, so that in the early phase it may do less damage, and in a later phase it may do more damage, and this damage slides all the time, so getting a different timed hit will deliver a different force, again giving you control over whether the attack does more or less damage.
Feedback will be given in different sizes (ex: larger flash effect) the more damage is done, so the timing can be learned just by playing, without studying any information how when attacks are more powerful. It will be obviously when the hits occur which hit was more powerful.
As the player gets used to timing the strikes, the strikes will become more effective. The changes in damage is based on what the weapon is doing during that portion of the strike.
Like swinging a baseball bat, there is a time when the bat delivers the most power, and other times where it strikes but transfers less force. And there are times went hitting with the bat would effectively not transfer force, which is outside the “hit window”.
[h2]How does this affect gameplay?[/h2]
I think a lot of this is fairly straightforward in how it effects practical gameplay, so I will instead go into more foundation of how it effects gameplay as a structured design.
For instance, Combos require a kind of positioning and timing still, because to advance the combo, you must know what position you must be in for a given strike, and set up the strike with your stepping movement.
Since you can set up the combinations yourself, this allows you to figure out which stepping patterns work best for you against different enemies. The skill has a multiplier on stamina, so as you complete the combo, the moves regenerate stamina on combo complete and also do more damage, so that chaining a combination move builds up magical charge, which makes the attacks more devastating.
[h2]Conclusion[/h2]
These are the different factors and features of melee combat, which is designed to be a system for controlling the direction of your strikes, while having fairly precise colliders for weapons and enemy targets.
This can hopefully allow for a wide degree of skill to be developed at hitting enemies with weapons, and a very fluid feel to combat, as everything is about timing, and distance and direction, like any physical engagement would be, which should hopefully give a good depth to the combat, along with the item powers, magic, skills and progression that effect how the stats effect the outcome, and affect the health and stamina of the enemy.
For players less interested in deep actions, button mashing will still hit the enemy frequently enough, but they won’t get the benefits of chaining combinations of hits, with the damage increase and stamina regeneration.
If you’d like to learn more about All Hail Temos, please wish list and follow.
