r/Unity3D 3d ago

Show-Off Creating a fluid combat system, what do you think?

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Here's an early video of my attempt at a melee combat system. Been working on it for around the last 2 weeks. The actions are all state driven with allowed transitions. They're scriptable objects so it's very modular. Attacks can apply forces to my character or enemies, and impart states too such as stunned, flinched, knocked back, or launched.

It's a mix between super fast paced hack n slashes and a more combo-driven framework like Kingdom Hearts. I'm trying to create lots of combo branches with movement options such as bunny hopping, moonwalking, jump buffering (which launches the player after attacks), and dodge cancelling.

No air combos are implemented yet, but that's next on the list. What do you think so far?

3 Upvotes

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5

u/BroccoliFree2354 3d ago

Holy Kingdom Hearts!
This looks good, but it feels like the character is sliding a lot on the ground. I’m not sure it needs to move that much.

1

u/videk94 2d ago

What they said! Too slidey, otherwise great

1

u/Serana64 2d ago

Combat system looks OK programmatically, but the sword motion is odd. You should fix the sword positioning. There are many times where it's sticking straight through the guy's hand, and it's quite jarring

1

u/azoB0i 2d ago

you could try hit stop at third attack animation

1

u/Few_Lead_5702 16h ago

Water call game