After reviewing the feedback, the biggest criticism of the build is that enemies don't have satisfying reactions to your swordblows. In addition, the responsiveness of the sword controls were consistently rated between 7-10 and the gun was rated 2-8. In order to refine this combat system, I have done three things.
In addition, I bit the bullet and increased the sampling rate of the animations from 30 FPS to 60 FPS. My original justification for having slower combat animations was to keep the player in the same shoes as the NPCs. They had attacks that require a wind up and a cooldown. My issue, however, was that players wanted to have the combat animation execute almost while the mouse is down, especially for the light attack. One tester who I could listen to verbally was confused which blow was the fast strike and which one was the heavy one. And as a result of the light attack being rather slow, but still faster then the heavy attack, they continued to use it as if it were the dominant strategy.
I also determined I should change the language around attacks. It isn't accurate to say light attack/heavy attack, but rather a wide attack and a narrow attack. This more accurately describes the sizes of the hitboxes, which are the most important aspect of the combat.
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February 2021
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