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- #151
Thothie said:Arc attacks might be one of the low-level functions that a coder could work up that's likely not built into the Unity engine - namely a sweeping function to damage mobs in order within a cone - without the overhead of ray tracing several degrees in an arc.
Xeropace said:The problem the physics approach was when you look up/down, your body is now at a different angle and affects your reach. Plus looking straight up in an FPS game, would mean the character would have to bend 90 degrees at the spine to still attack straight up. Which looks weird. I'm unsure of how a game like Chivalry: Medieval Combat does it... I can only image there's different animations when one is attacking in such a direction. Or just does it all in the first person.
Currently the third person animation is a 'close enough' representation of a player's attack, with the raycast being triggered at the right point of the attack. The ray fires from that player's camera position, towards the way they are facing, not the pivot of their body or whatever.
So I don't really know how to use the physics collider based approach very easily. Sure, if it was a third person action RPG style game but not so much when it's first person. It'd work fine for spell/skill hitboxes, just not 100% sure on attacking... Well, unless I move the damage code to the first person view and just keep the current third person 'close enough' look, but that would mean simulating the first person view on the server... Eh, not an awful idea to be honest. Raycast melee weapons are a bit old school now. Was thinking out loud there, apologies.
Might be easiest to deal with those sorts of issues by providing the client with more information about the mobs than you'd normally need - and let it resolve the various hit/damage mitigation issues. I suppose, if you were paranoid, you could periodically check if the server agrees, which might lead to the occasional teleportation/resurrection due to lag, but could be tolerable. Though the JK2 bit seems it could be mitigated by hit cool-down, and a lot of those "issues" seem more like opportunities.Xerospace said:Only issue I have with physical colliders from a gameplay point of view is the balance. Does every attack deal damage to everything it collides with? Do certain weapons/skills have a maximum limit (with daggers being 1, great swords being much more), does damage scale down with number of people hit? Does it do different damage based on what part of the blade hits (if you clip the hilt of a sword, it's not as dangerous as the centre mass). Also, as discovered in Jedi Knight II, set your sensitivity really high, then spin on the spot whilst attacking and become a whirlwind of doom that hits everything a hundred times.
http://www.alaska.net/~radigan/MS/History.htmlVomika7 said:Is there a sort of easily accessible encyclopedia/wiki of ms lore someone could point me in the direction of?