I meant that after a counter attack that failed, that missed for whatever reason, you generally have an area of your body unguarded. When a skillful player then attacks this region with a normal attack he gets some attack bonus (damage/critical hit/whatever). That was my idea, I may have described it misleading.
I see what you mean now.
I've thought this a little more through and I'll just implement some sort of "body balance" mechanic: failed regular attacks (swings at air), failed counterattacks, attacks that are parried/blocked offensively and defensively, received impacts; all those (and any other I might think of) will all cause different "off-balance" animations + ministuns (that will last less or more depending on the case), and will temporarily alter an internal float var that will serve as a multiplier for incoming damage while they last (again here, less or more depending on the case).
the idea is to make alterations in body balance affect both damage and movement, as well as their visual representations.
Actually, I think this is one solid cool idea. I heard of a Samurai Apprentice, his master sent him to do normal housework stuff (get water, clean up, cook). The master often ambushed his unarmed apprentice until he learned to defend himself with everything he had. So I think it is cool, funny, and has a lot of potential.
glad you like it, now I'm yet to see if it ends up feeling fluid and not awkward when implemented.
These are some general suggestions:
- Managing your endurance is very important in fighting. If you like an endurance system, it is an easy way to add depth and thought in your fights.
I already have an endurance system. every action reduces the player's stamina from a regenerating stamina bar. for now I have it set up so that if the stamina bar is empty you can't do those actions anymore (sprint, attack, jump, block, etc - but can still move), and stamina will renegerate at different rates if standing, walking or running. I plan on improving it though, not by making such actions impossible to do, but by making them much slower and reducing body balance much further if stamina is low/depleted.
- If you swing into the void, it takes more time to get back in your base position, it is also more exhausting.
- I heard that swordfighters (without shields) try to deflect the enemy's blows.
taken note of swinging into the void.
as for deflecting enemy's blows, that's what I've been referring to as "parry" all along. unless you're talking about something else entirely.
- Your stance is your life, it is highly desirable for you to weaken your enemy's stand. Lowkicks f*cking hurt, after a few well placed ones, you can't walk anymore, you are unable to fight. Seriously, they hurt like hell.
- If you are out to kill your enemy, a quick kick against the knee may render the enemy unable to stand, and to fight.
note taken.
- Distance is king
it is indeed. my system is already very dependant on distance. hit detection is made using multiple points along the weapon blade, so the closer you are = more blade points hit = more damage dealt.
thanks for your suggestions there