space-wizards / space-station-14

A multiplayer game about paranoia and chaos on a space station. Remake of the cult-classic Space Station 13.
https://spacestation14.io
MIT License
2.71k stars 3.43k forks source link

Melee weapons #16

Closed ghost closed 6 years ago

ghost commented 7 years ago

Following Top Priority list melee weapons are the ones which needed to make a nice demonstration.

Following Urist's design doc:

Melee weapons

Melee weapons are held items that when used with the “interact with this location” command spawn a cone hitbox from the character in that direction for a specific time. Entities that come into contact with the cone are affected by the melee weapon (this usually means damage but can be something more exotic).

Melee weapons have several characteristics:

ghost commented 7 years ago

image thanks pjb for decriptive concept art

ghost commented 6 years ago

@NeoBoyNextDoor from discord:

Its a little "addition" to what SS13 has. I can find somewhere my edited pic... Oh wait, its not what you really can implement, because its fucking stupid if you look at it 1 time (I still have ideas for this siht), lemme try to write something more simple.(изменено) So, what @Saphire suggested CAN work in SS14. But instead of going "full circle" for aiming, you take an aiming system alike Mount & Blade, copy paste its direction arrows and put them at 45* angle, creating 8 directions Attack/Block system. And you put restrictions on such system. Like one handed can parry 1 arrow, two handed can block 3, but take more stamina with it etc etc But there will be problem with godlike blockers. Such fuckers can be worked around by adding "Push" or something to break block. I actually had idea of aiming not with mouse, but with actual arrows. But that would already fuck my shit enough. Instead, I want to add to docs something like "weapon speed cap", so you cant swing it full circle at full speed to catch all of the pokemons in one go. Actually, Getting a triple rock-paper-scissor melee like I did can be the best way. But that would require for such game as SS13 to become more keymap necessity. x3 rps is like The Culling combined with notes of Lifeweb and alot of Sword fighting games. First rps is Attack<- Block<-Push<- Attack Second is advanced movement like Grabs, Tackles and Empowered pushes (Kick). They dont affect battle frontally, they incapacitate enemy Third is when you get to Grab enemy: Light attacks, Spec attacks (Bite your enemy etc etc, go wild here.), Pull, Shackle (which could probably work as an some kind of unique gimmick for both grabber&grabbed, acting differently in both positions) and etc. Also, explosive quick draw sheath is fucking golden idea for ninja mod, why the fuck nobody suggested it.