Adjusted Movement and Attacking
Movement Updates
I spent a lot of time the last few days working on making the movement feel more responsive, and also fit with the gameplay I am wanting for the game. Instead of being a choppy movement that can be hard to aim, I created a mix of Rigidbody AddForce for movement and directional mouse click for rotation. Now the player can zip around the environment and wherever they click on the screen the player will look for a moment. This momentary pause is where the combat action will take place. This momentary pause is also crucial for balancing the gameplay. In the small testing I have done so far, without the movement being paused for a quick second the player would be way to over powered. This pause will help ensure there is balance in the combat gameplay loop.
Attacking
As you can see in the gif, I was able to add a quick placeholder block to show where the attack animation will be and also applied a script that will lower health and apply a pushback on death. I obviously added way too much force in the gif, but it was a lot of fun to manipulate. The attack is also targeted in the direction the player clicks on the screen. This is a super small update to add a basic attack ability, but this made sandbox fun to play around in. I would be lying if I said I didn't spend 15 minutes just punching all of the objects in the scene.