March 2020 W1: Melee Combat
While the combat is far from finished, this week has brought some significant progress, and set the baseline for how getting and using stats is handled. Implementation of more combat features over the next couple weeks should be significantly simpler.
Combat progress
The primary progress made this week was the implementation of basic melee combat, and its integration with the medical system. The code still needs to be refactored to be more generic, and a little cleaner for use in other types of attacks, but it's written and functional, which is the hardest part.
The animation ends earlier than it should for some reason, but it's there |
There are still parts of what I'd consider the 'basic' implementation that have yet to be added in. An animation for blocking does not exist yet, and the automatic behaviour to fight back isn't finished. The final vision is to have a combat system that is reactive between two combatants, meaning that they would each try to find opportunities to attack and defend accordingly.
Blocking an attack would reset any current action the character was taking, but a successful block will also slightly 'stagger' the opponent, giving a window for an attack. Different stances will be available for the player to set (Aggressive, mixed, defensive) and weapons will work better in some scenarios more than others.
Other Progress
This week also brought a whole load of revealed bugs, and a few fixed. Tooltips have been changed to have no delay, and follow the cursor. This has fixed the previous issues with tooltips sometimes not being destroyed.
Additionally, the crafting system has been completely redesigned in theory and will be redesigned in game to a graphical node based modular system in the near-ish future, likely after combat has been implemented to a satisfactory degree.
The way injury severity on critical attacks has been changed to an altered semi-logarithmic curve, resulting in a more midrange set of values, unless the damage is particularly high or low.
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