Monthly Archive: April 2020

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My take on “RPG Core Combat Creator” – additional modifications

In my previous post I described the way I implemented physical combat in my game based on RPG Core Combat Creator course. In this entry I would like to provide some details on additional modifications I made to the game. Modifications to health and stamina system – vitality and rest The original game featured a standard Health+Stamina system. I extended it with another resource called Vitality. This resource functions as a pool of points from which the player regenerates lost Health and Stamina while resting. I also implemented a rest animation to support this functionality. Below you can see the...

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My take on “RPG Core Combat Creator” – physical combat

In my last post I justified the addition of dodge mechanics to the game’s core movement system. To briefly summarize that post, physical combat, i.e. combat that uses physics to calculate hits, requires a method for avoiding such physically calculated hits. Extending the movement system was one thing. But physical combat also required the weapons and fighters to have actual collision. For character collision, I decided to stay with the capsule collider solution proposed in the RPG Core Combat Creator course. Thus, my characters retained the capsule collider approximating the shape of their body. Improving the weapon system The weapon...

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