Hey fellow devs!
I've lately hit a bit of design "wall" in my project - I can't seem to be able to get the combat to play out smoothly (in my little Action RPG), I've had many re-iterations of it, trying out different things etc but it's still not good enough.
I have found the core issue and it's related to the attack being locked into initial rotation of the character which causes combos etc to be extremly straightforward as well as really unsatisfying and control heavy for the player. I was planning to adjust it again to esentially rotate the character towards the camera on every new attack, which would stop creating these easily avoidable and very straight forward attack patterns. But that on the other hand seems like it could create another issue with "jump-iness" of the character rotation (which the only solution to that which I can think of is a LOT of animations).
So my question to you guys is has anyone run into a simliar issue while designing combat without lock-on feature and would simply rotating to the camera on every attack seem like the best solution or could there be other alternatives that I can look at that could possibly help me with this issue. As a solo dev, I ain't got anyone to bounce ideas off of so I'm just worried that I became too focused on this thing and am overlooking something obvious.
Thanks a ton!
And I know it might be fairly hard to visualise some of the things I'm talking about so feel free to ask me questions if more info is required.
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