Home Creators Posts Import Register Favorites Logout

Content

It was certainly a challenge to get the upper body and lower body independence to look believable. But it is mostly working now.

Here is a rather big gif file as demonstration: 

https://gfycat.com/GleamingScratchyLeopardseal for full gif. Warning: Large file.

Here is another view from different angle. Note that the actual hit system is not implemented yet.

Here is a more detailed explanation of the the combat system for those unfamiliar:

Controls:

<DIR_KEYS> (WASD) -> movement

<ATTACK_KEY> (mouse1) -> attack 

<GUARD_KEY> (mouse2) -> guard 

Movement: <DIR_KEYS>

2 modes: walk and run 

when walking: unit is facing direction the unit is looking at (eg. camera), moves at slower speed than run

when running: unit is facing the direction its moving towards, moves at faster speed than walk 

Guard  <GUARD_KEY>

turns guard on 

running is disabled/ unit will only walk during guard

direction of guard is based on the prev pressed direction key. So for example, <LEFT> + <GUARD> means to enter left-guard, or switch to left-guard from a different guard direction 

Guard persists even if <GUARD> key is let go 

Guard is canceled when player double taps a direction key (starting a run)

Attack <ATTACK_KEY_DOWN>

prepares an attack, there is a minimal period of time (affected by weapon/stats/skill/perks/etc) before the actual attack swing is released

if <ATTACK_KEY> is held down:

     the attack swing will only initiate when the <ATTACK_KEY> is let go 

     charging longer than the required time will increase the amount of damage dealt, up to a limit 

if <ATTACK_KEY> is immediate released (eg. a click):

     the attack swing will immediate commence once the minimal required amount of time has passed

direction of attack is inputed in a similar manner as guard

an attack can be canceled with the <GUARD_KEY> before it is "released"

Running Attacks is possible

DETAILS

Blocks are only successful if the direction of block matches the direction of attack. So for example, a <UP_BLOCK> is ineffective against <RIGHT_ATTACK>.

Successful blocks are not 100% guaranteed to interrupt/stop the opponent's swing, but will reduce the damage taken.

Attacks have cleave by default, the swing is not stopped after hitting the first opponent but will continue on, possibility hitting multiple opponents with every swing

No location differentiation (hitting head same as hitting leg) 

Files

Comments

BunnyUqou

So how will like mermaids and harpys work or are those type of unque type monster won't be put into play yet? All so how would you parry/Block attacks from so many enemies?

BoogerBrigade

I wouldn't imagine anyone up and blocking more than one attack unless we're talking greatshield/lance combo weaponry.

BoogerBrigade

I like it so far. Definitely reminds me of M&B but keeps the original ero title in the game. You've come far. I like.

enlit3d

1) regarding monster girls: so one thing I accomplished is the ability to join 2 separate animations together to form one coherent animation. Mermaids can be constructed as a female humanoid torso with a snake-like lower body. Perhaps she can be animated via a slithering animation set for her snake-like lower body and a polearm moveset for torso (eg. a trident). For harpies, if they are the more monstrous kind with talons as feet, and wings as arms, then she needs to have her own custom animation set. So for this reason, I plan on starting on more humanoid mongirls first then perhaps move onto custom ones once the system is more mature. 2) regarding blocking vs multiple enemies. Keep in mind that there are two broad kind of enemy categories: minions and elites. Elites (such as the player) have a very significant statistical advantage over minions that enables a single elite to take on multiple minions. In the gif the enemies are attacking at Elite level rate (in terms of speed and aggressiveness) so its a poor representation of how actual encounters will be played out. Secondly, you will also have your own party/allies/army so you certainly don’t have to fight alone. I’m also pushing for the capturing/conversion of enemies and the customization of your allies (via breeding, training and/or some other mechanic) so you can totally spec into a commander/mongirl trainer kinda role if you want.

Mike

Looks cool! Can't wait for a playable build!

UlteriorMotive

So, you're making a game from the ground up to be Skyrim with Defeat and Death Alternative turned on?

enlit3d

The game is an extension of Heroine Rumble but with a shift in focus to be an action RPG rather than fighting/wrestling. I am primarily working on the "new stuffs" at the moment but otherwise many systems in HR will be transferred over.

Moonshield

Will we be seeing group H at any point in future? Can imagine it would be a pain to implement, but i feel it will add much to the games, uh... flavour.

enlit3d

Im not against the idea in general, but of course, it comes with its own difficulties. I like to give it a try at at least in the future.