Hey, I created a simple fast paced combat system where player kills enemy with fast paced powerful punches, I implemented a feature where character lerps to enemy position if enemy is a little away from player’s position. But since I don’t have any animation to play while lerping, can anyone suggest any ideas to make it better?
Here is sample video
You could do a camera angle; from behind the enemies perspective that he is about to hit. Carefully obscuring what your protagonist is doing as he floats towards
I think they’re just fast-running the walk animation as he fast-moves across the gap.
If you don’t have a walk animation, perhaps just lean forward into the motion then stand back up when you arrive?
The above game has very detailed time control, and that REALLY adds to the combat, really makes it pop.
To me it looks like they change the rate of forward time for each individual character separately, or at least for you and the enemies separately. It seems almost random, but it’s probably keyed off of how hard you hit the guy, plus there are global effects, like that near-time-freeze at 2:14…
The time transitions are also instantaneous, as in they go in and out of the time rates instantly, from regular time to 1/10th time, to maybe 1/4 time, etc.
Btw what do you mean by time control? Can you please explain about it? Maybe a article or video would help. I’ll add it to my project too so that I can make a good combat system for my C.V. Thank you
I mean that certain enemies switch to operating in different timeframes, particularly when you smack them and they go slow.
It’s very subtle but pay attention to how fast the player moves (he pauses too), versus how fast the enemies move, particularly after a smacl. They all seem to be on their own “clocks” if you will.