• Advertisement
Sign in to follow this  

Single Combat with the Sword: A Prototype (feedback requested)

This topic is 1127 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement

Feed Back:

 

Overall this version is very well made and a lot of key issues have been fixed however there are still some problems:

 

- When you attack with your sword vertically, sometimes you parry instead of hitting the A.I and sometimes even though the A.I blocked your move you can still do damage to it if you slash vertically even if the A.I blocked it. However, this doesn't happen very often, it probably happens 20% of the time.

 

- The sword swinging feels a lot more slower and sluggish compared to previous versions which felt very crisp and responsive.

 

What I liked:

 

- Fairly challenging A.I.

 

- No Universal Parry.

 

- Different Enemies with different weapons.

 

- Punishment if the player tries to spam too much.

 

- Parrying is a lot more better and requires good accuracy to prevent being hit.

 

What I Think needs to be improved:

 

- Attacking should be more crisp and responsive.

 

- Vertical Slash needs a little work.

 

Overall:

Its certainly a big improvement and works very well. I think after you fix some issues you should polish the animations a little bit. And maybe add some models :D. Just kidding about the models its way too early at this stage. But yes its coming along very well.

Share this post


Link to post
Share on other sites

Thank you very much! happy.png

 

 

When you attack with your sword vertically, sometimes you parry instead of hitting the A.I and sometimes even though the A.I blocked your move you can still do damage to it if you slash vertically even if the A.I blocked it. However, this doesn't happen very often, it probably happens 20% of the time.

Hmm... I hadn't spotted these issues; they're now noted for investigation!

 

 

- The sword swinging feels a lot more slower and sluggish compared to previous versions which felt very crisp and responsive.

That's odd--I wouldn't have thought that any of the changes implemented should have caused such a change. Did you try increasing the mouse sensitivity? Has the frame-rate dropped significantly? (I'm especially concerned about the latter, as the mechanism by which I interpolate the bone-rotations of the models is affected by the frame-rate, I believe; however, at high frame-rates the difference should, I think, not be too noticeable...)

 

 

I think after you fix some issues you should polish the animations a little bit.

Quite frankly, the models and animations alike are none of them intended to be final at this stage--there's a decent chance of their being redone entirely before a (hoped-for) full release!

Edited by Thaumaturge

Share this post


Link to post
Share on other sites

Glad to know its going well :D!  Oh and i did increase the mouse sensitivity but when i attack and swipe the mouse the sword takes a bit more longer for the sword to move than the previous version. I will play any updated version of your game so expect more updates from me when you release a new version wink.png .

Share this post


Link to post
Share on other sites

Ah, I think that I may have found the cause of the control-response issue: in short, I had changed the range of the "virtual mouse cursor" that's used for input; since the input is later normalised before being interpreted for control of the arm, points outside of the normalised circle may map to the same normalised point, incurring a short delay before the mouse re-enters that circle. I've reverted back to a normalised range for the "virtual mouse cursor", and it does seem better. (There are one or two other changes that may also have been involved, and that have also now been changed.)

 

In the meanwhile, I discovered (and have hopefully fixed!) another issue that caused the player-character's arm to suddenly point straight up into the air if the player moved the mouse in particular way.

 

 

I will play any updated version of your game so expect more updates from me when you release a new version

Thank you very much--your feedback is much appreciated. ^_^

Share this post


Link to post
Share on other sites

New version!

Changes:

  • Difficulty levels!
    • Open the options menu and select the "Combat" tab; the difficulty settings should now be available there.
    • These settings are still somewhat nascent, and so may be somewhat unbalanced.
  • Further tweaking of the player-input mechanism.
  • Back-stepping has been added; press 's' (as with normal WASD controls) to retreat.
  • Further alterations to the AI.
  • The floor now works properly.
    • This is a feature that I believe that I failed to mention in the post for the previous version: the player should no longer leave the "circle of light" as a result of manoeuvring. It was also broken in that version, but should now be working properly.
  • It seems that the previous version included an oversight that allowed one to do damage with parts of a weapon that should have been harmless; this should now be fixed.
  • Miscellaneous changes.

Known issues:

  • As a result of changes to the internal handling of the options menu, that menu's "done" button no longer works in this prototype (although it does, I believe, work in the main game). Pressing "o" to dismiss the menu should, however, still work.
  • Physics issues still remain.

Share this post


Link to post
Share on other sites

I've had a few pieces of feedback that seem to indicate that the loss of control when an attack either lands or is blocked is unintuitive. As a result, I'm trying a slightly different control mechanism, and I'd appreciate feedback on it.

 

Download link (Win32 installer)

 

The controls are outlined in the game, as before, but the major change is in how one attacks: instead of direct control, the player now presses the left mouse button to initiate an attack, and swipes the mouse to indicate the line that the attack should follow.

 

This version additionally features slightly better models, additional animations, and music, I believe.

 

Otherwise, I've started work on a potential replacement mechanic; I may end up starting a thread for that sometime soon.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement