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Update 0.12.0 - Devlog 11 - Skill combo hit physics


Almost done!


Been experimenting with some ragdoll hit physics for when connected with skill attacks.


It's taking a lot of iteration to get the timing right. And I found that using ragdoll phyics can create bad variations depending on this collision interations such as when it collides with different body part of the attacker during the collision event.


So I end up going back to using animation reactions during the normal hit pattern and only at the end of the combo uses ragdoll physic. This way, the skills combo actually connects.


I am pretty sure later on I can come back to this and make some of the mid combos using the ragdoll phyics. But this will mean I will have to spend alot more time doing the adjustment right, which I think better to circle back to this in the future.


But some of the cool stuff I think can do for example would be stuff like somekind of time manipluation attack where freeze the enemy inplace on air then unleash a series of attack then unfreeze for a massive explosive force. Would be so cool!


Don't want to spend too long doing small adjustment so I think this will do for now.


Currently Uppercut will knock unguarded enemy up in air. While the other 3 combo knock back on last combo hit.


Planning on spending some time to do some blood decal effect next.


Stay tune! =P


ree

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