February Development Report II
Added 2023-02-28 18:04:05 +0000 UTC
Hey! February is almost over, which means it's time to tell you about the work done. At the moment I am workin on a combat system and have already started adding new animations and working on new mechanics. As a result, I reworked the Blocking and it turned out that earlier this skill allowed to block only 10% of damage and only at level 100... Yes, this is a failure... But anyway, now this skill blocks 25% damage + skill level. I also introduced a new mechanic - Block Time. If you hold the block for a long time, its efficiency will fall down up to 25% (it will still be balanced). The minimum time and the percentage of the block depends on the Blocking skill. What do you think about this mechanics? This would allow players to try to block the attack at the right moment, and not to hold the block full battle.
Added:
- Body rotations are implemented through a new system. Now the body rotates more realistically, as well as char's punches are more accurate;
- Added weapon hit registration on surfaces with impact sounds;
- Implemented punch stop in front of objects with Inverse Kinematics;
- Punches affect physical objects, they can move and push them. The punch force depends on the Strength attribute;
- Added the effect of slowing down a hit/character while hitting a surface/enemy. Also added camera shaking on impact;
Blocking:
- The block consumes stamina when used and slightly improves the Blocking skill;
- Blocking: Increased blockable damage, now the minimum blocked damage will be = 25%, for comparison, before at 100 Blocking level, the block was = 10%. Also, stamina is consumed during the block in equivalent to the damage received (before recalculation);
- Added block hold multiplier: If you hold a block for too long, its effectiveness drops. The multiplier increases when leveling the Blocking skill;
- Added triggers on the character's hands to check for blocking. Now blocking will be counted only if the character directed the block towards the enemy;
- If the enemy's punch is successfully blocked, sound and animation are played;
Animations:
- Updated old Block animations;
- Updated old Combat animations (fists);
- Added new animations of movement in Block mode;
- Added new movement animations for Fighting (fists);
Changed:
- A smoother transition of the camera (spine) to the battle mode has been made;
- Punch registration: Slightly reduced triggers on the hands to improve the registration of punches at close range;
Fixed:
- Weapons are now automatically removed underwater;
- If you hold down the run button and press pause, the Athletics skill will be improved;
- The "Fighting Spirit" skill also reduced stamina costs when jumping;