Added:
- minimap
- screen shake when enemy scores a crit or the hero at the critical HP threshold
- stuns / hitstop. Had to tune it up for showcase
- sword slash effect
- changed enemy model a little
- some minor fixes and additions
Danton, good read!
- How are you thinking about the risk / reward of a melee attack versus magic? I really liked what Hyper Light Drifter did here... having to use your sword to gain energy for your gun... perhaps you could take that model and evolve it for your project.
Realized I missed this question. I like systems like this.
However I wanted to make primary attacks (melee and ranged) unlimited by cooldowns or resources. So the player can use whatever he wants. I do think that their effectiveness depends on the situation, since these attacks are different.
- One difference is damage type (physical melee, magical ranged). Different enemies have different magic and physical armor.
- Another difference is that attack with sword can hit multiple targets, while ranged attack is a single target spell.
If there are issues with this system, maybe I'll have to implement something like this.
amanfr01, forgot to mention that World of Warcraft is one of the references for animations, indeed.
Cruckz, these parts had different resolutions. Thank you for noticing that! Updated some textures: