Hey Everyone! So apologies if I hadn't been active with the replies lately, this new update is huge in the back end and it really does take a lot of my time with testing and adjustments,
I just want to share what I've been doing recently and what's gonna be added to 5.7.7
the 2 main features that are added are
- enemy phases
- the DAR version of the project impact reaction system
so for Enemy phases
what other missing feature that makes combat bland despite the cool moves and animations that came out recently and despite so many combat mods making it difficult is that the pace, tempo and rythm is monotonous for the whole span of the fight.
enemies don't adjust their tactics, even we can notice in souls bossfights, in the witcher 3 game or the new AC games is that what makes the combat engaging is there are levels and phases we go through the whole fight. If there aren't any new patterns, the fight becomes boring because from start to finish everything is thesame. There is also no identity per enemy, so no memorable fights, which kind of devaluates the point of a replayable open world game when everything is thesame,
the new system just does this simply by making the health an indicator to when the enemy changes its patterns, so the healthbar has another function aside from being just a thing to deplete to end the fight. More aggressive patterns will happen once the enemy reaches 50%(70 for higher level enemies) and 25%(40% for higher level enemies) this way, it allows us to optimize 1 v many battles because not everyone throws barrages at you at once so it would only depend on who you focused on, although the other opponents still attack you, only the ones who you've depleted get complex moves.
right now there are still issues, skyrim's NPC camera tracking to aim at the player does not play well with fixed motion data, this is where I spend most of the time of apart from ctd/compatibility checking which is stability and right now, if i don't polish it enough this concept if poorly executed, will be more messy than good so I am currently devoting time to polish further
the second feature that will finally come is the reaction system
Right now focusing or critiquing the animations displayed on the video is useless because those are just key poses or placeholders, they're not meant to be the final product, just a preview for what the concept is and testing if the behavior events are successfully sent.
anywho, unlike other action games, skyrim doesn't have the reaction element, and while you can have the most brilliant and polished attack animations, there's no satisfaction to it because the enemy doesn't act like he's hit, the attacks don't feel rewarding.
with this reaction system, you can actually feel the connection, no need for bloodsplatter on screen or no need for annoying and distracting camera shaking, no need for screen blur, and have actual reactions per hit,
also, this is done through behaviors and DAR, as it would be improbable to create an inverse kinematics system or a physics based impact system for now
implementing through behaviors and DAR also means if you have a certain animation like the elder souls pack, or jh, you can swap the reactions if you want, or even create your own reaction set if you're an animator.
the release will include reaction sets for all of my animations that i released for 5.7, but i may include or some animators may make their own if they want.
anyways, that'll be it for the update, more polish will really be needed so i may need a little bit of time on this, anyways, that's about it for now. Thanks!
Arturo Sosa
2021-09-07 10:45:02 +0000 UTCKebab
2021-08-13 14:06:06 +0000 UTCGil Correa
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