11-26-2012, 04:33 AM
And the work on the ABS goes on.
I came up with an idea for the actual 'attack' animation that happens when you press your attack button. Normally, it performs a characterset's 4 frames of animation in a row. Starts at the beginning... ends with the last frame. Constant.... fixed...... boring.... But what if I ... changed... that? I came up with a method that lets you define the first frame of the character to use. It doesn't need to be the first frame now. It could be the second or third frame, giving you a shorter animation. If you couple that with a shorter delay and mash time, you can make a very quick dagger when compared to a heavier and slower warhammer slam. It's not ready yet. But I got it set up for the weapons at least.
In working on that, I discovered a minor glitch. Whoopsie! The system that turns off animations when you are using an automated weapon attack (like a machine gun) was turning off other animations mid way through their poses. That lent only 2 frames of animation at times. It didn't take me long to get it going.
AND...
What? You think I was done?
Well, I wasn't. I decided that the mash system could be made faster or more sensitive. A value '2' could make you wait a little while to perform your next attack. Um, that was a bit slow. So, I sped up the system. Now, you need to set the mash rate to 4 for the same effect. I cut the mash increase in half. It should give you a faster bit of gameplay now.
I came up with an idea for the actual 'attack' animation that happens when you press your attack button. Normally, it performs a characterset's 4 frames of animation in a row. Starts at the beginning... ends with the last frame. Constant.... fixed...... boring.... But what if I ... changed... that? I came up with a method that lets you define the first frame of the character to use. It doesn't need to be the first frame now. It could be the second or third frame, giving you a shorter animation. If you couple that with a shorter delay and mash time, you can make a very quick dagger when compared to a heavier and slower warhammer slam. It's not ready yet. But I got it set up for the weapons at least.
In working on that, I discovered a minor glitch. Whoopsie! The system that turns off animations when you are using an automated weapon attack (like a machine gun) was turning off other animations mid way through their poses. That lent only 2 frames of animation at times. It didn't take me long to get it going.
AND...
What? You think I was done?
Well, I wasn't. I decided that the mash system could be made faster or more sensitive. A value '2' could make you wait a little while to perform your next attack. Um, that was a bit slow. So, I sped up the system. Now, you need to set the mash rate to 4 for the same effect. I cut the mash increase in half. It should give you a faster bit of gameplay now.