Combat Animation
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I was wondering how far along is the animating of combat in the game?...can you give any more details on how extensive this system is going to be? How many points in the air between the characters will there be for parrying, how many possible places to hit an enemy?
- The combat system is what I would term version 0.85. Most of the basics are in there, but it still needs some polishing and cleanup. The system is built on a number of different weapon animations per character, broken down by "class" of weapon. We have no-weapon combat moves, one handed, two handed, pole/staff weapon and missile weapon combat moves. Each melee class has a number of different attack moves, parries and dodges. It makes for a more interesting combat experience as a whole. We also implemented tactical movement while in combat, so you can control your character's movement while in combat and stay engaged and continue fighting. It works like this: while fighting a horde of small, pesky, annoying, whimpy gnomes you could slowly move backwards into a doorway, so only a few could attack you at once and your ankles would be safe. All the movement is done without breaking combat, so no attacks of opportunity emerge unless you turn and run away.
We will be demoing at E3 and we will be showing off the combat system there. (in addition to a few more things)
Trent Oster