Steven Ren devlog #3 - Perfect Block


Happy March everyone!

This time Steven Productions™ is bring you perfect blocking! 

After playtesting, we heard from our playtesters that because of how well the attacks are telegraphed (well done Garret woo), they're dying (pun not intended) for a parry mechanic, which we previously implemented but took out. Unfortunately a parry mechanic doesn't exactly fit with the ideas our design team had in mind so we opted for a perfect block mechanic instead.

I was inspired of the perfect parry from Secrets of Grindea where the perfect parry damages the enemy by a little and pushes them back. But that's more of a cartoonish game so we chose to have it apply knockback and stun instead. 

I ran into some problems when attempting to implement this. First of all, we're using navmesh for enemy AI navigation so they don't have a rigidbody. Second, we're still suffering from the bug where navmeshes push each other and eat their momentum.

Fortunately, I found a easy workaround for the navmesh problem. I found a combination of angular speed, speed, and acceleration values that successfully "knocks" the enemy back. Second, a temporary bypass for the navmesh problem is brute force! I found out that the bigger the knockback force is, the more likely for it to strong arm the knockback through the other smaller enemies!

Look forward to trying it out in the full game!

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