There will be more animation for counters?
It is the same counter to every attack and for some it doesn't look right. Especially if both the attacker and the defender use weapons.
...Weapon counters'd be cool, parries, ripostes...
Some examples:
Search found 302 matches
- Tue Apr 28, 2015 4:22 am
- Forum: Wolfire
- Topic: Overgrowth Weekly
- Replies: 360
- Views: 368863
- Sat Apr 25, 2015 8:10 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Multiplayer over internet?
- Replies: 3
- Views: 924
Re: Multiplayer over internet?
No. As far as I've understood (I don't know much about programming) the game code is not written to support that kind of gameplay and to implement that feature a big amount of work would be needed. The devs are not planning on implementing online mp, for sure until a beta will be released and possib...
- Thu Apr 16, 2015 2:45 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Idea: Object Proporties
- Replies: 1
- Views: 402
Re: Idea: Object Proporties
Before adding properties to objects we should define what those properties are. Following your example, a property may be the functionality of a predefined shop. This predefined shop yet is not part of the game content. I assume other examples of properties will go under the same sort of functionali...
- Fri Apr 03, 2015 5:35 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Bruises?
- Replies: 16
- Views: 2517
Re: Bruises?
Not exactly bruises, but David mentioned that with the switch to Unreal Engine 4 he might look into additional blood effects. Wait they did/are doing an engine switch? Isn't that usually pretty difficult to pull off? I hope it doesn't greatly effect gameplay development. David said that so far he d...
- Thu Mar 26, 2015 3:18 am
- Forum: Wolfire
- Topic: Overgrowth Weekly
- Replies: 360
- Views: 368863
Re: OGW Q&A with David Rosen
1) How do you actually determine attack priority? I know when faced with multiple targets, Turner will hit the first one who will hit him: do you just do a sphere check to see who is in range, then check who's attacking? To that question I would add: will eventually be implemented mouse direction a...
- Sat Mar 21, 2015 12:23 pm
- Forum: Randomness
- Topic: Top down games: 4vs8 directions, map segments vs open world
- Replies: 6
- Views: 8761
Re: Top down games: 4vs8 directions, map segments vs open wo
I can see how mouse movement could solve a lot of issues. But I have a question: by personal taste, I like using a keyboard, even if the game is not tile based. Is this common or do you prefer to move with a mouse? Or does it depend on the game? I can't think of a 4direction real time tile based gam...
- Fri Mar 20, 2015 5:36 am
- Forum: Randomness
- Topic: randomness
- Replies: 8118
- Views: 5711851
Re: randomness
Thanks for the unintentional hint. I was looking for a program to do pixel sprites.Phoenixwarrior141 wrote:I've also figured out pixel art is easy as hell with GIMP. So I'm gonna start experimenting with that once I get a minute of my life.
- Fri Mar 20, 2015 5:33 am
- Forum: Randomness
- Topic: Top down games: 4vs8 directions, map segments vs open world
- Replies: 6
- Views: 8761
Re: Top down games: 4vs8 directions, map segments vs open wo
As always, interesting insights Endo. I can see how having different kinds of movement creates interesting tactics in case a single player has control over differently moving characters, but what if the player has control over only one character? In this case it would be the enemies to move in diffe...
- Thu Mar 19, 2015 4:30 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: A few (damage model related) suggestions
- Replies: 34
- Views: 5888
Re: A few (damage model related) suggestions
If I may add, in case of deadly wound by the dog broadsword, yes the blood is too little, but also the reactions of the cut character are not perfectly realistic. It'd be cool to see different reactions depending on different hit location (I guess it's doable by linking the speed of fainting animati...
- Thu Mar 19, 2015 3:36 am
- Forum: Randomness
- Topic: Top down games: 4vs8 directions, map segments vs open world
- Replies: 6
- Views: 8761
Top down games: 4vs8 directions, map segments vs open world
What are the differences that occur both from the player point of view that from the developer point of view for a game with different characteristics? To discuss the subject I would like to bring as examples Zelda (4 direction of movement and map segments) and Hammerwatch (8 directions of movement ...
- Sat Mar 14, 2015 7:19 am
- Forum: Randomness
- Topic: Terry Pratchett :(
- Replies: 10
- Views: 12697
Re: Terry Pratchett :(
‘No one is actually dead until the ripples they cause in the world die away…’ – Reaper Man
- Tue Feb 17, 2015 7:17 am
- Forum: Modding
- Topic: Carrot Man
- Replies: 5
- Views: 1279
- Fri Jan 09, 2015 12:41 pm
- Forum: Modding
- Topic: [Weapon] Rabbit Swords
- Replies: 9
- Views: 1681
Re: [Weapon] Rabbit Swords
So it's just the shock combined with bleeding?
Wouldn't a trained person be able to coope with the wound avoiding the shock? He/she will still bleed to death, but may act before dying.
Or is the shock not emotional, but physical (e.g. pain induced fainting)?
Wouldn't a trained person be able to coope with the wound avoiding the shock? He/she will still bleed to death, but may act before dying.
Or is the shock not emotional, but physical (e.g. pain induced fainting)?
- Wed Jan 07, 2015 6:02 am
- Forum: Modding
- Topic: [Weapon] Rabbit Swords
- Replies: 9
- Views: 1681
Re: [Weapon] Rabbit Swords
I cannot try it out right now, but still thanks for the effort. Unrelated to this, though, I have a question: how can the metal shard rabbit sword be lethal? It seems to me that it could generate a great amount of pain by breaking bones, but unless a hit lands on the cranium I doubt it'd be deadly. ...
- Mon Dec 22, 2014 4:41 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: 2-handed weapon expansion
- Replies: 7
- Views: 1403
Re: 2-handed weapon expansion
+1
this would definitely add realism, imo.
this would definitely add realism, imo.