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How should i properly do sword combat? (Think: M&B/Oblivion/Skyrim)

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I'm talking about a 3DP/FPS game here, which means you will be aiming your swings. If you guys have ever played any of the Mount & Blade games you'd know how it works, basically you can choose to swing your weapon, lets say it's a normal one handed sword that we are using, from 4 different angles: Left swing, right swing, overhead swing and a stab. The same goes with blocking with weapons (unless you have a shield, which will block the area...well, where the shield is). Now, i've asked a few people and they have told me to check collission with the weapon and the enemy that i happen to hit, and have the sword be a child to an animated model. I find animating time consuming and i prefer to do programming, and not to forget my animations look like hell. You guys think i should do is this way, or try to fake it all with raycasts all over the place (depening from which angle you swing)? I'm not against doing animations, it is fun, but like i said pretty time consuming, and i wouldn't want to waste time doing something "the wrong way". I'd love to hear how you guys would make it work/how games like those mentioned make them work.

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