Fleshing+Polishing my fighting system

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11 comments, last by Bluefirehawk 11 years, 6 months ago
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 :)

Chosker - Developer of Elium - Prison Escape

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"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."

Theres a big practical difference between a static block, and deflecting a sword ... generally blocks are done with the front/true/long edge, and deflections are done with the false/short/back edge. An incoming sword with just be stopped, or maybe bounce a little bit, when reversed by a block. But if you deflect it with the false edge, it goes off and down to the side. Oh. Is that a massive hole I can counter-attack through ? Yes, yes it is. Well, then :)

Id suggest that the toon blocks automatically, but only does a fancy back-edge deflection when told to.

"In a regular attack you do the swing with your arm which gets impulsed by the rest of your body's movement, right? well a power attack just involves much more impulse movement from the torso and legs (and therefore a stronger hit). the problem is that after the attack you can't go back to a stance/defensive position nearly as easily because the same extra impulse has already thrown you off your balance (ie. you're probably either near the floor or you did a 180º turn and are now looking the other way)." Yes. Thats exactly how it works. A little back-edge cut aimed at the wrist and powered from the wrist is still a cut, and your feet are still positioned to defend you (usually by GTFO-ing in the appropriate direction). But a cut where the feet are committed to the attack - for example, by powering a cut with a hip flick or a sidestep - is far more powerful.

"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." There are few more frustrating things in a fight than the eye seeing a hole the exhausted arm cant hit through.

"counter-counter-attack? uhmm interesting. I think that doesn't sound possible: for a counter-attack you're required to block/parry the attack first, and if you add up the quickness of the first counter-attack to the mini-stun the first block/parry caused, I don't think there will be time at all for him to recover and be able to parry. yes I could code that time, after all it's my own system, but wouldn't that make counter-attacks just plain slow?" Heck yeah thats possible. Feint from just outside distance without committing the feet, draw the stop-thrust and then launch the counter attack down another line, committing the feet with a diagonal step to make it the real attack while simultaneously evading their stop-thrust.

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.

That's the bad thing with not having enough time. This is cool and part of it what I wanted to write. Yet I am still in a hurry so I write this as fast as I can:
Distance can work both ways.
The best example is the badr hari vs semmy schilt fight in 2009:
Hari is far the smaller guy, if Schilt manages to keep him at distance, he has little to no chance landing a hit while being under constant pressure. So he marches in, Schilt is a very good distance fighter but he couldn't keep him at distance.
If you have a long sword, it can also mean your doom if the enemy knows how. But it is generally the harder strategy.
I also wanted to write more, but time is up, see ya!
Project: Project
Setting fire to these damn cows one entry at a time!

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