Steven Ren devlog #1 - Coroutine Panic


Hi all, I'm Steven Ren and this is my first devlog. I'll be talking about parrying and dodging in the prototype of our game, Hunter's Requiem! 

During the design meetings, we decided on a parrying and  a dodging mechanic for the hunter, the protagonist. This will be his main tool for combat against the monsters!

For this, I've weighed my options and decided to use coroutines over animations. Even though animating it would allow better control, I opted for coroutines since we don't have assets currently created for the hunter. 

Another big benefit it has is that it's very easily modifiable! Just adjust the public variables and boom! Properties adjusted! I have found this to be very helpful during playtesting when trying to find the perfect values.

Combined with the coroutines, I'm using enums to track the player's current state and parrying and dodging appropriately!

I'm looking forward to working more on this!

Get Hunter's Requiem

Leave a comment

Log in with itch.io to leave a comment.