- Joined
- Oct 9, 2015
- Messages
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Hello everyone, I would like to dedicate this thread to my Combat System that is being developed, for divulgation and feedback purposes this thread is here by dedicated to this project!
This arrow key system works with the default arrows up, down, left and right:
-Up arrow makes the character walks fowars
-Down arrow makes the characts walk backwards, if pressed twice makes it turn arround (180*)
-Left and Right arrows lets you turn the character to the sides, if pressed twice it'll make it strife to the sides
The fighting movments consists of the A,S,W,D,Q keys:
A: Horizontal Blow, an horizontal swing causes medium in damage, range and speed.
-The Hozirontal Blows swing the blade back and forth by the side of the fighter, hitting any targets that it passes throught.
Horizontal Blow:
S: Stabbing Blow is a fast and long range blow.
-The stabbing blow will hit any enemies in front at a longer range
Stabbing Blow:
W: Overhead Blow, it's the slowest combat blow, but which takes the greater damage as it targets dangerous areas like head and shoulder;
-The Overhead Blow will hit enemies in the back (as it prepares to swing the overhead blow, it goes trought an area behind the back of the fighter, as the arm is taken backwars to performe the swing)
Overhead Blow:
E: Parry - The parry key will allow you to deflect an incoming front attack
Parry:
D: Defend - The defend key makes you raise/lower your shield to block any incoming front attacks.
Defend:
Q: Feint, is an strategy used to lure your opponent on defending an attack
-You can feint your attack during the windup phase with Q to make your enemy block early or to cancel your attack so you can parry instead.
Feint:
R: Kick - Kicking an oponent will throw it into the ground stunning it for a short period (the time necessary for he to get up)
F: Shield Attack/Shoot - If you have a shield you can perform a shield attack that will cause bashing damage to the enemy. If you have a bow, crossbow or throwing weapon it will let you perform a ranged action (shooting/throwing)
The Arrow key moviments works along the combat system, so any attack can be blow both while standing and while walking.
1 - Attacking
The melee attacks are composed by three periods, Windup Phase, Release Phase and Recovery Phase
First
Windup Phase: The period on which you are preparing your blow, if you press Q (Feint) or recieves damage during this phase your attack is canceled.
Second
Release Phase: The period on which your blow is released, this phase of the attack can't be interupted and you'll often trade hits if struck during this phase.
Third
Recovery Phase: The period just after you finishes your attack, you cannot attack on this phase.
2 - Defending
Parry: With your weapon you can defend an front incoming attack by using the parry technique (E)
Block: If you have a shield you can raise it by pressing (D) to turn your defense on/off, you'll defend any front incoming blows
3 - Feinting
Feint: If you wish to avoid trading hits, you can feint (Q) during your windup and instantly parry instead.
4 - Dragging
Drag: You can turn into attacks to speed them up, or turn away from attacks to slow them down. This throws off your opponent's block timing.
Dragging to slow your attack and throw off opponent's block timing:
Dragging to speed up your attack:
5 - Flinch and Riposte
Flinch: A flinch occours if you are struck during windup phase, your current attack is canceled and you enter recovery phase.
Riposte: After you parry an attack you can immediatly counter-attack and perform a riposte.
Parry/Block only blocks front attacks
Attacks from the flanks and from behind takes 2x damage
The damage formula:
Horizontal Attacks have moderated speed and will cause one third of damage
Stabbing Attacks have more speed and will case half damage
Overhead Attacks are slower and will cause full damage
If you and your opponent are walking towards each other, you're going to cause more damage as you're going into encounter. If you or your opponent are walking backwards then attacks will cause less damage as you or the target are walking away from the attack.
The stats system works with the combat system as an catalyst and makes it even more enjoyable, here's what the stats do and their respective functions:
Health:
-The Health Stat determines the well-being of your character, you have an total of 100% health. As it goes down you start moving and attacking slowler and your attacks deal less damage.
-The Energy Stat determines the energy your character has to move and fight, if your energy gets bellow 25% your character will fatigate, moving and attacking slowler.
Attributes
-Strenght: The Strenght attribute determines the damage you will deal with melee weapons, bows and throwing weapons;
-Agility: The Agility attribute corresponds to your movment and attack speed;
-Inteligence: The Inteligence attribute determines how much energy you will use on each attack.
The Weapons present on this project will have traits of it's own, the material it's made of will determine it's resistence before losing it's integrity and breaking, it's type of weapon will determine the attack type of each different blow.
You can change your loadout by entering the ESC menu (double tap Esc to open menu)
Weapon Types:
Melee Weapons
- Dagger (Shorter ranged fast one-handed melee weapon with slashing and piercing damage)
- Short Sword (Mid ranged fast one-handed melee weapon with slashing and piercing damage)
- Short Axe (Shorter ranged with average speed melee weapon with chopping and piercing damage)
- Short Hammer (Mid ranged slow speed one-handed melee weapon with bashing damage)
- Short Mace (Mid ranged fast speed one-handed melee weapon with bashing and piercing damage)
- Longsword (Long ranged fast two-handed melee weapon with slashing and piercing damage)
- Waraxe (Long ranged fast two-handed melee weapon with chopping and piercing damage)
- Long Hammer (Long ranged slow two-handed melee weapon with bashing damage)
- Long Mace (Long ranged avarage speed two handed melee weapon with bashing and piercing damage)
Ranged Weapons
- Sling shot
- Bow and arrow
- Crossbow
Throwing Weapons (You can use throwing weapons for normal attacks aswell)
- Stones
- Throwing Knife
- Throwing Axe
- Throwing Hammer
- Throwing Dart
-Horizontal Blows (A) and Overhead Blows (W) will cause slashing damage.
-Stabbing Blows (S) will cause piercing damage.
Axes:
-Horizontal Blows (A) and Overhead Blows (W) will cause chopping damage.
-Stabbing Blows (S) will cause piercing damage.
Hammers:
-Horizontal Blows (A), Stabbing Blows (S) and Overhead Blows (W) will cause bashing damage.
Spears
-Horizontal Blows (A) and Overhead Blows (W) will cause slashing damage.
-Stabbing Blows (S) will cause piercing damage.
Maces
-Some maces may cause piercing in both Overhead, Horizontal and Stabbing blows.
There will be about 5 type of materials of weapons will be made of, which one with it's particularities
Stone - Weapons made of stone have very low integrity and cause very low damage
Tin - Weapons made of Tin have lower integrity and cause lower damage
Bronze - Weapons made of Bronze have moderated integrity and cause moderated damage
Iron - Weapons made of Iron have good integrity and cause good damage
Steel - Weapons made of Steel have higher integrity and cause higher damage
Refined Steel - Weapons made of Refined Steel have greater integrity and cause greater damage
Rags - Starting set of cloth, it takes full damage from all attack types.
Clothing - Normal clothing, small protective but lets you move freely as it has no incuberance.
Leather Armor - Leather Armor gives greater protection than Clothing Armor and are good at softing bashing blows, but not so good against slashing and chopping blows.
Chainmail Armor - Great protection against slashing blows, moderate protection against bashing, but is less effective against chopping and piercing damage.
Half-Plate Armor - Armor set made of a few parts of plate armor and leather or chainmail armor, is good at protecting against slashing and chopping damage, but not so good against piercing and bashing damage.
Full-Plate Armor - Offers great protection against slashing, chopping and piercing damage, but not against bashing damage.
The ranged combat will be using the (F) key as a shortcut (but can also be used directly throught mouse) to load your arrow, then you'll have to hover your mouse and choose where you want to shoot.
Ammo
You'll need ammo to shoot, if you shoot an arrow it will land on the ground and can then be recovered, if it hits a target it gets stuck on it and you'll be able to recover it only when the target dies.
Ranged Combat Tips
-It's easier to shoot while standing still, as the easiest way to do so if to use the shorcut (F) key and directly choose the target point with mouse.
-It's harder to shoot while walking/running as you would have to use the ability throught mouse as you move using the arrow keys.
Shooting while standing still:
Shooting while running:
Targetting Precision:
(while some helmets offers great protection it may incubers the wearer and limit it's periferical view)
PS:Upcoming screenshots, videos, gifs replays
I have provided a test map, you can turn on/off bots by typing "-bot" and "-bot off"
Introduction
This is a combat system I've beeen developing for a while now and I think on it's current stage it's apresentable. It's influencied by the combat mechanics of games like Mount & Blade, War of the Roses, Chivalry: Medieval Warfare and Reign of Kings. The movments consists of an third person (maybe both third and first person in the future) camera arrow key movment system integrated with a very dynamic skill-based combat system where you use the most common abilities shortcuts to fit your needs during a fight.
Resume:
Arrow Key Movment System:This arrow key system works with the default arrows up, down, left and right:
-Up arrow makes the character walks fowars
-Down arrow makes the characts walk backwards, if pressed twice makes it turn arround (180*)
-Left and Right arrows lets you turn the character to the sides, if pressed twice it'll make it strife to the sides
The Combat Techniques
The fighting movments consists of the A,S,W,D,Q keys:
A: Horizontal Blow, an horizontal swing causes medium in damage, range and speed.
-The Hozirontal Blows swing the blade back and forth by the side of the fighter, hitting any targets that it passes throught.
Horizontal Blow:
S: Stabbing Blow is a fast and long range blow.
-The stabbing blow will hit any enemies in front at a longer range
Stabbing Blow:
W: Overhead Blow, it's the slowest combat blow, but which takes the greater damage as it targets dangerous areas like head and shoulder;
-The Overhead Blow will hit enemies in the back (as it prepares to swing the overhead blow, it goes trought an area behind the back of the fighter, as the arm is taken backwars to performe the swing)
Overhead Blow:
E: Parry - The parry key will allow you to deflect an incoming front attack
Parry:
D: Defend - The defend key makes you raise/lower your shield to block any incoming front attacks.
Defend:
Q: Feint, is an strategy used to lure your opponent on defending an attack
-You can feint your attack during the windup phase with Q to make your enemy block early or to cancel your attack so you can parry instead.
Feint:
R: Kick - Kicking an oponent will throw it into the ground stunning it for a short period (the time necessary for he to get up)
F: Shield Attack/Shoot - If you have a shield you can perform a shield attack that will cause bashing damage to the enemy. If you have a bow, crossbow or throwing weapon it will let you perform a ranged action (shooting/throwing)
The Arrow key moviments works along the combat system, so any attack can be blow both while standing and while walking.
Combat Mechanics
Melee Combat
1 - Attacking
The melee attacks are composed by three periods, Windup Phase, Release Phase and Recovery Phase
First
Windup Phase: The period on which you are preparing your blow, if you press Q (Feint) or recieves damage during this phase your attack is canceled.
Second
Release Phase: The period on which your blow is released, this phase of the attack can't be interupted and you'll often trade hits if struck during this phase.
Third
Recovery Phase: The period just after you finishes your attack, you cannot attack on this phase.
2 - Defending
Parry: With your weapon you can defend an front incoming attack by using the parry technique (E)
Block: If you have a shield you can raise it by pressing (D) to turn your defense on/off, you'll defend any front incoming blows
3 - Feinting
Feint: If you wish to avoid trading hits, you can feint (Q) during your windup and instantly parry instead.
4 - Dragging
Drag: You can turn into attacks to speed them up, or turn away from attacks to slow them down. This throws off your opponent's block timing.
Dragging to slow your attack and throw off opponent's block timing:
Dragging to speed up your attack:
5 - Flinch and Riposte
Flinch: A flinch occours if you are struck during windup phase, your current attack is canceled and you enter recovery phase.
Riposte: After you parry an attack you can immediatly counter-attack and perform a riposte.
Gameplay Tips
Parry/Block only blocks front attacks
Attacks from the flanks and from behind takes 2x damage
The damage formula:
Horizontal Attacks have moderated speed and will cause one third of damage
Stabbing Attacks have more speed and will case half damage
Overhead Attacks are slower and will cause full damage
If you and your opponent are walking towards each other, you're going to cause more damage as you're going into encounter. If you or your opponent are walking backwards then attacks will cause less damage as you or the target are walking away from the attack.
The Stats system
The stats system works with the combat system as an catalyst and makes it even more enjoyable, here's what the stats do and their respective functions:
Health:
-The Health Stat determines the well-being of your character, you have an total of 100% health. As it goes down you start moving and attacking slowler and your attacks deal less damage.
-The Energy Stat determines the energy your character has to move and fight, if your energy gets bellow 25% your character will fatigate, moving and attacking slowler.
Attributes
-Strenght: The Strenght attribute determines the damage you will deal with melee weapons, bows and throwing weapons;
-Agility: The Agility attribute corresponds to your movment and attack speed;
-Inteligence: The Inteligence attribute determines how much energy you will use on each attack.
Armors and Weapons
The Weapons present on this project will have traits of it's own, the material it's made of will determine it's resistence before losing it's integrity and breaking, it's type of weapon will determine the attack type of each different blow.
You can change your loadout by entering the ESC menu (double tap Esc to open menu)
Weapons
Weapon Types:
Melee Weapons
- Dagger (Shorter ranged fast one-handed melee weapon with slashing and piercing damage)
- Short Sword (Mid ranged fast one-handed melee weapon with slashing and piercing damage)
- Short Axe (Shorter ranged with average speed melee weapon with chopping and piercing damage)
- Short Hammer (Mid ranged slow speed one-handed melee weapon with bashing damage)
- Short Mace (Mid ranged fast speed one-handed melee weapon with bashing and piercing damage)
- Longsword (Long ranged fast two-handed melee weapon with slashing and piercing damage)
- Waraxe (Long ranged fast two-handed melee weapon with chopping and piercing damage)
- Long Hammer (Long ranged slow two-handed melee weapon with bashing damage)
- Long Mace (Long ranged avarage speed two handed melee weapon with bashing and piercing damage)
Ranged Weapons
- Sling shot
- Bow and arrow
- Crossbow
Throwing Weapons (You can use throwing weapons for normal attacks aswell)
- Stones
- Throwing Knife
- Throwing Axe
- Throwing Hammer
- Throwing Dart
Weapons Stats
Swords:-Horizontal Blows (A) and Overhead Blows (W) will cause slashing damage.
-Stabbing Blows (S) will cause piercing damage.
Axes:
-Horizontal Blows (A) and Overhead Blows (W) will cause chopping damage.
-Stabbing Blows (S) will cause piercing damage.
Hammers:
-Horizontal Blows (A), Stabbing Blows (S) and Overhead Blows (W) will cause bashing damage.
Spears
-Horizontal Blows (A) and Overhead Blows (W) will cause slashing damage.
-Stabbing Blows (S) will cause piercing damage.
Maces
-Some maces may cause piercing in both Overhead, Horizontal and Stabbing blows.
There will be about 5 type of materials of weapons will be made of, which one with it's particularities
Stone - Weapons made of stone have very low integrity and cause very low damage
Tin - Weapons made of Tin have lower integrity and cause lower damage
Bronze - Weapons made of Bronze have moderated integrity and cause moderated damage
Iron - Weapons made of Iron have good integrity and cause good damage
Steel - Weapons made of Steel have higher integrity and cause higher damage
Refined Steel - Weapons made of Refined Steel have greater integrity and cause greater damage
Armors
There will be a total of 5-6 different armor sets each one with it's particularities, an armor set is made of an Armor Item (which protects chest, upper arms, hip, legs and chins), an Helm Item (which protects the head), an Glove/Bracer Item (which protects hands or wrists) and an Boots Item (which protects foot)Rags - Starting set of cloth, it takes full damage from all attack types.
Clothing - Normal clothing, small protective but lets you move freely as it has no incuberance.
Leather Armor - Leather Armor gives greater protection than Clothing Armor and are good at softing bashing blows, but not so good against slashing and chopping blows.
Chainmail Armor - Great protection against slashing blows, moderate protection against bashing, but is less effective against chopping and piercing damage.
Half-Plate Armor - Armor set made of a few parts of plate armor and leather or chainmail armor, is good at protecting against slashing and chopping damage, but not so good against piercing and bashing damage.
Full-Plate Armor - Offers great protection against slashing, chopping and piercing damage, but not against bashing damage.
Polearm Combat Mechanics
Easy to manufacture, polearms are cheaper than swords, and sometimes can be more efficient. Polearms are generaly compost by a pole and a blade or blunt head. To strike with polearms means to be precise and to measure your distance from the opponent: if you try to hit an opponent that is really close with a long range polearm, you will most likely hit it with the pole, instead of the head, therefore making your strike useless. if you're opponent is too far you'll miss. So to use polearms one has to measure correctly the distance it is from it's target so that only the head of the weapon will be landing on your opponent.
Ranged Combat
MechanicsThe ranged combat will be using the (F) key as a shortcut (but can also be used directly throught mouse) to load your arrow, then you'll have to hover your mouse and choose where you want to shoot.
Ammo
You'll need ammo to shoot, if you shoot an arrow it will land on the ground and can then be recovered, if it hits a target it gets stuck on it and you'll be able to recover it only when the target dies.
Ranged Combat Tips
-It's easier to shoot while standing still, as the easiest way to do so if to use the shorcut (F) key and directly choose the target point with mouse.
-It's harder to shoot while walking/running as you would have to use the ability throught mouse as you move using the arrow keys.
Shooting while standing still:
Shooting while running:
Targetting Precision:
Screenshots
(while some helmets offers great protection it may incubers the wearer and limit it's periferical view)
PS:Upcoming screenshots, videos, gifs replays
Videos
Please take note that this is just a demo video, it doesn't have combat special effects like blood, sparks and screams, which will be implemented later, as the main focus of the project for now is the mechanics of the combat system.
I have provided a test map, you can turn on/off bots by typing "-bot" and "-bot off"
Credits
Graber -Villager 255 Animations
BloodSoul - Help with hashtables for projectile recovery system.
General Frank - Bloodelf Paladin (Bronze Sword, Extraction)
Blood Raven - Bronze Buckler
@PurgeandFire - Script Language Translations (The whole hitbox uses his translations)
InfernalTater - Black Steel Helmet (Bronze Helmer)(Pending)
Kitabatake - Copper Bow (Bronze Bow) (Pending)
NFWar - GUI Bullet/Arc Missile
Sunchips - Two-Handed Spiked Mace (Bronze Long Mace)(Pending)
Graber -Villager 255 Animations
BloodSoul - Help with hashtables for projectile recovery system.
General Frank - Bloodelf Paladin (Bronze Sword, Extraction)
Blood Raven - Bronze Buckler
@PurgeandFire - Script Language Translations (The whole hitbox uses his translations)
InfernalTater - Black Steel Helmet (Bronze Helmer)(Pending)
Kitabatake - Copper Bow (Bronze Bow) (Pending)
NFWar - GUI Bullet/Arc Missile
Sunchips - Two-Handed Spiked Mace (Bronze Long Mace)(Pending)
Attachments
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