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It would be very cool if you set the hitboxes based on each of those joints.
I think it would be cool to have a game where you have monsters with programmable joint action that you can map to different key bindings and then have very accurate fights. Of course you would need force feedback on the joints when limbs collide.
Right! That sounds awesome! What do you think, left click is left attack/useItem, right click is right attack/useItem, shift left/right guard on the 45. Both clicks = special attack/lunge or something. Hit boxes can most def be attached to those joints! I am thinking of ablative armor/tissue - so you have to attack through someones stuff to get to the juicy bits! I dunno, tell me what you think.
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One flaw maybe with binding to both clicks is that both are not going to happen at the same time. So lets say we want to register that and the left click comes in 20ms before the right click. That means if they do just a left click we have to wait 20ms to verify it is just a left click and not a double. I'm no gaming expert but I think there is a concept that if you want your controls to feel natural you want latency to be a close to zero as possible.
But maybe you can cancel the left animation in the case of a double or use some kind of policy smoothing to transition from the start of a left attack to a special attack in a way that looks smooth.
Yeah, also skill issues. Some users may not have the physical dex to do a double click (physical illness or degenerative problems). Obviously that should be exposed to the user for setup, i hate things that lock you into a keybinding. But good call on that. I do know i want a left attack, right attack, Left block, right block. The way they do it in mount and blade is my user wasd movement direction or prior mouse movement direction. That may be a valid way of adding in skill, i dunno. lol.