Hi, Lussy here.
We’re progressing with the game, even if it seems like we’re just lazing around not doing anything. I’m working on weapon scripts at the moment, while Geril is creating the 3rd player character’s model and working on Eslie and the bobcat too. The bobcat has lots of placeholder combat animations, so I started working on a more serious combat system (until now it was very simple). I’m going to talk about these scripts now, in hope of either helping out someone, or someone telling me why they suck. Remember, I’m not an experienced scripter, I just get an idea and then try to make it work. So with that said, let’s begin.
The current combat system consists of 3 possible combat animations being played. The first one simply plays when you push the attack button, and the second and third ones appear if you successfully maintain a combo. Until now, all this was simply based on timers in the script, but right now I’m experimenting with AnimNotifies. It works like this:
-When the animation gets to the point where it should start dealing damage, an animnotify calls the function for tracing the swing, and when it shouldn’t deal any more damage, another animnotify stops the tracing process. This way if the animation has a part where the sword is held stationery, it won't hurt anyone.
-There are also two animnotifies for doing combos. They mark the two points in between which the player can push the attack button to continue the combo.
-The last animnotify marks where the second animation should play, if the player wants to continue the attacking combo. If there wasn’t any input, the current animation simply finishes and the player gets back to the idle state.
|Planned combat speed|
That's about it, for now. See you next time!