Combat
Work on HUNARI is steady. The main priority now is to protoype the combat system and ensure that it is as fluid and fun as possible. Lets talk a little bit about HUNARI's melee combat.
In HUNARI, we want to have every fight be as cinematically entertaining as possible. To achieve this we are borrowing slightly from the Batman Arkham and Assassin's Creed series. Every enemy will have a library of attack animations that will suit various situations. This includes: punching, kicking, grappling, throwing, ramming and any other moves that we think of. These moves will primarily be based on the enemy type. Players will have a context sensitive "Dodge" button that will call the connecting animation that goes with the enemies attack.
I.E.
_________
Enemy (A) plays attack animation (1)
Attack animation (1) leaves a 2 second window for player to use Dodge
Dodge key pressed within 2 second window= true
Initiate playerdodge animation (1) for enemy attack animation (1)
Dodge Key pressed within 2 second window= false
Initiate playerhit animation (1) for enemy attack animation (1)
So every attack animation will have an appropriate dodge and hit animation to go with it.
This will feel like a rythm game where each enemy will have its own beat that the player can learn and react too. As the player adapts and learns the enemies beat pattens, they can insert their own beat and defeat them. Enemies will also have the ability to change their patterns based on situational events. I will post animation trees and video examples on my website joshuadodson.net as the system takes shape.