We have code that makes your character go into standard blocking animations
when you press a direction + the block button. This is fine, but it looks
really awkward and silly, especially when facing a gunner.
An idea to improve this system would be to make the block animation only play
in two situations:
1) Bad Parry:
You are blocking. Someone attacks you with saber. You parry, but not 100%
correctly. As you are getting hit, you go into the block animation briefly as
feedback to show that you have in fact been hit.
We have had this system before so it shouldn't be hard to simply put it back in
again.
2) Good Parry:
When the incoming attack is perfectly parried -- you move into the 100% correct
direction and are holding block, then the block animation plays BEFORE the
attack lands (like old system that predicted attacks).
Example: if your opponent attacks you with a top attack (w + Mouse1) and you
move back and block (s + mouse2), the system should recognize that you have
parried correctly (have moved into the right position and have blocked) and the
result should be that the correct blocking animation plays before you get hit.
This is basically a great way to give the user feedback on their parrying and
yet make it look good.
Original issue reported on code.google.com by Halilovi...@gmail.com on 18 Aug 2012 at 10:52
Original issue reported on code.google.com by
Halilovi...@gmail.com
on 18 Aug 2012 at 10:52