12/25/2022 0 Comments Mount and blade napoleonic wars funnyOur intent is to extensively use this system during the testing phase of our game. In theory we could even make it adjustable from the server settings… The new system allows us to change the timing of an animation in less than 15 minutes and will come in very handy once we start testing the game with more experienced players than ourselves. To solve this problem we have spent a lot of time creating our own custom Inverse Kinematics solution that takes almost no performance, works with any animation, any animation speed and on both server and client seamlessly. But sadly this was not a solution for us because we wanted to be able to control the speed/timing of our melee animations independently from their walking animations. Other games in our genre have done exactly that and have had success with it. For example we would create an animation for aiming while standing still, but also one for aiming while moving forward, one for aiming while moving sideways etc. In the beginning it would bug out and fling weapons around like crazy, face the upper body of the player in the wrong direction etc.Īn easy solution to that problem would be to “simply” make animations for each combined upper/lower body animation. However, this is not as easy as it seems, as Unity is not the best engine for such a task. We wanted our controller to be able to handle both upper and lower body animations at the same time, and blend between them seamlessly. Below is a picture of the controller of just one of the 4 layers of just one of the weapons. We also had to design an animation controller that is versatile and sturdy enough to handle all the different stances our players can be in. Pretty much every single animation has to be done by hand, which is extremely expensive and time consuming, especially for such a small indie studio as us. Unlike many other games out there, we can not simply go on the Unity Asset Store and buy animations that fit our game. One of the main reasons it has taken so long to get the game in a playable state are animations. Technical stuff and modifying the melee system So if for example, a player is wearing a thick backpack, we can change the damage multiplier of the upper body backside from 1 to 0.7 and therefore deal less damage when hit in this specific body part. We can modify these multipliers per player. Zones are: Leg (Left, Right) Foot (Left, Right) Arm (Left, Right), Head, Upper Body (Left, Right, Front, Back), Lower Body (Left, Right, Front, Back). The player is currently divided into several “damage-zones” each with their own multiplier. Weapons will also do more/less damage depending on what region of the body the weapon has struck. Pushing works at any distance and this is where it will come in handy… If a player is to close to his opponent he might not deal much or any damage at all. For example, we can make Object 1 take +200% damage from axes and -20% from Swords.Īdditionally, swing speeds and distance to the target can modify the damage dealt. A weapon multiplier is then applied on an per object basis. By default each weapon can do different amount of damage. The damage dealt by weapons is based on a weapon multiplier. As such, we have the exact same set of features available on both. ![]() It applies to both players and objects on the map. Our damage system in the game is shared by the bullet and melee weapons.
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