
Hey guys,
So I'd like to show you all a first look at the rebuilt combat, this is just 3 weeks of work so there is a lot that has not been implemented yet such as the UI and the environment. This also goes for sound effects and animations, I'm only using 1 sound effect so it will get a bit repetitive. The main things I want to show off are the new effects/features that I am adding to combat to make it far more visceral than before.
1. Cinematic camera angles, which can be toggled on/off.
2. Damaged and bloody armor, the armors will get damaged and eventually get bloody once the character starts taking direct damage.
3. Blood on weapons.
4. Blood splatter which stays on the ground for a time.
5. Blood pools that form on the ground from the slain.
6. Weapon trails, while it may be slightly unrealistic, I feel it really adds to the impact of the attacks and allows the animations to be more easily distinguished/conveyed.
7. Decapitations, although it is really exaggerated in the video, I have not yet implemented checks for it, IE when to trigger a decapitation and when not too, or to explode the head on blunt impact.
8. Updated grid highlights, the move range (blue lines) used to have issues with the lighting making them appear darker on certain angles, that issue is now fixed and I've added animation to the grid cell highlights to further distinguish them and removed the "cartoony" icons that I used to use.
While I will say that things are still subject to change, I hope to get most of these additions in, the ones I'm not 100% sure on are the damaged/bloody armors and possibly decapitations although ideally I'd love everything on the list in as it all just helps to make combat far more visceral.
I will continue to work on the combat in the coming months and then eventually I'll reach a point where I can link back up with the work I've done on cities/contracts etc which will eventually result in the first build for the rebuilt version. So things are definitely on track.
As always thanks to everyone for their support and patience, until next time!
Cheers,
Kevin.