I finally managed to post a new video about my progress! These weeks I implemented a couple of gameplay mechanics. I added the Parry, since in a serious combat system I think it’s an important mechanic.
The parry is active in the first 10 frames of the parry animation, in which any attack is parried, leaving the enemy in a state of knowback and possible counterattack by doing a Frontstab.
For the Parry animation, I edited an animation via keyframe inside Unreal Engine so that the player’s left arm moves to the left.
For the frontstab instead, I added some camera shakes, adding some forward-backward spring shakes, some rotational swings, and a slight camera zoom by tweaking the FOV.
Backstab mechanics, on the other hand, work similarly to Frontstab but must be done behind the enemy. To be valid, the player must be no more than 60 degrees behind the enemy.
So far I have used the same animation as Frontstab, but with an addition of an enemy throw. I don’t really like the enemy throw animation (a sort of a forward roll), I’ll probably replace it with a throw animation.
In the future I will fix the animation of the stabbed sword, I would like the hand to turn the sword in the flesh of the enemy, kind of like what happens in the Backstab animation of Demon’s Souls.
In addition, I changed the animation of the Hit Block knockback of the enemy, so that it is more distinguishable from when the enemy received a parry.