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Combat WIP Update



Working on integrating some combat animations that I have. The current animations all reset back to the idle after each attack which is why it feels a bit off. The new ones chain together more fluidly.

In the gif the animation looks like it is playing faster than it actually does. It's about 70% of the speed in the gif. You'll also notice that a couple of times her sword clips through her head. Working on fixing the animations, but wanted to show the progress.

The animation is hooked up to the new combat system so if there was a monster there, it would be taking hits from the four chained attacks.

I'm also working on a part of the system for continuing vs. stopping an attack too. Letting go of the left-mouse button or pressing block won't immediately stop the attack like it does now.

Once you've gotten to a certain point in the chain, you're committed until the animation reaches another point. So it'll be a risk to get that one more hit in. As, if the monster decides to attack as well, you may not have time to block or dodge away and you'll hit each other. Once I have it hooked up to work with the monster AI, I can tweak the points were you can stop attacking so it feels natural.

Also changing out the sounds as the sword clang for hits is a bit abrasive. The new sounds will sound more like slashes and blunt hits. And as you can see, I added a weapon trail for effect too. :)