Closed Shusama closed 6 years ago
Claimed
Is delay supposed to be cast animation time? If you are going to have custom models i suppose animations should be that delay.
So all of this guys attacks have a wind-up time. The delay described here is that wind-up. It's supposed to indicate to the players what attack is going to come out and where it's going, giving them time to react. You should not be able to interrupt his attacks, not during this delay or at another point, because he doesn't regularly auto-attack.
It's still unclear if that windup time is animation or something else like he stands still and there is some particle or whatever.
Im just curious if this delay is "AbilityCastPoint" which is animation time before ability impact
Yes, essentially. It's just important that it can't be interrupted, like a normal cast point.
https://streamable.com/a8htb Look, here i press frontswipe and backswipe manually but i wonder if animation speed is right. The issue states that backswipe should be immediate so i made it as fast as animation allows me to. Red dots indicates the 180 arc (damage area)
Animation speed seems good. You misunderstood backswipe. Frontswipe is basically a swing going from right to left, backswipe then connects to that afterwards and after a short delay goes from left to right, without resetting the sword he is supposed to have back to the starting position. Check out the Model/Animation ticket, it has some pictures.
so basically a mirrored version of frontswipe
Merged/Paid
Boss Swiper
We have several bosses already implemented which you should feel free to use as inspiration/reference. Also you can reference some other open source custom games on Github which have boss fights including Second Day of Frostivus where you will find our IO boss (designed by Yahnich). Files should follow the structure already established in the components subfolders (such as /abilities/, /boss/, etc).
See also:
Swiper: Boss - Model/Animations/Icons #2124 Swiper: Boss - Sound #2126 Swiper: Boss - Particles #2125
Bug Bounty Guideline
1. Lua
Unit AI: The boss should utilize a thinker in order to attempt to cast spells from a sub-list of his spells but only if they are off cooldown. Finally, AOE spells should perform a calculation to attempt to hit as many units as possible and ranged spells should attempt to hit far away units. If an ability requires special care or treatment this is discussed later under "Abilities".
2. Boss Abilities
All abilities should be telegraphed by a particle effect outlining the location, area, and general motion of the ability. Abilities require a significant "wind-up" animation to play accompanied by a targetting reticle before executing the damage, so players will learn to dodge his abilities. All art associated with his abilities should follow a similar style/color palette. Every ability should have a tooltip (Name, Description, KV-entries).
3. KV
The following list of required properties to be outlined in KV is not exhaustive and coders should expand upon it as required.
Unit Armor: 25 Magic Resist: -25 Hitpoints: 4000 Hitpoint Regen: 10 Manapoints: 2500 Manapoints Regen: 5 Movement Speed: 350 Attack Damage: 200-320 Attack Rate: 1.45 XP Bounty: 900 Gold Bounty: 0 Inventory: Upgrade Core, Boss Heart Abilities:
Abilties
4. Phases
Phase 1 (100%-75%)
Phase 2 (75%-50%)
Phase 3 (50%-0%)
5. Model & Animations
Temporary models and animations, as well as particles and sounds are needed for this ticket to be considered completed. You don't have to create anything from scratch, you may reuse anything that already exists in Dota. The base boss model may be used from the pool of existing dota 2 models respecting considerations such as attack range and basic necessary animations. Range: Melee
6. Modifiers