Melee techniques, held guard, dodge, poise and the tactical grid
- Status
- In review
- Milestone
- First alpha test
- Area
- CombatGame designClientServer
- Priority
- normal
- Updated
Make melee active and readable (decision #145): one Melee skill, weapon classes with techniques, telegraphed wind-ups, a held guard with perfect parries, dodges, facing, poise and executions, momentum, knockbacks into the world, mob techniques, the HUD for all of it, and a tile grid in a fight showing obstacles and impassable tiles.
Built: rules, server, protocol, offline and online client, MCP tools (see the fragment and
docs/melee.md § 17).
Open: weapon swap, falls from heights, AI dodging out of telegraphs, the Melee 10 masteries,
damage types on player armour, an online timeline strip, sounds per class and outcome (task
audio), the balance runs of docs/melee.md § 14 with scripted player skill levels, and a
playtest wave to tune the windows and numbers.
Related
- #145Melee: committed blows on the timeline, one Melee skill, a tactical grid
- DocMelee: committed blows on the timeline
- DocCombat: real-time tactics on a tempo timeline
- ChangeNew melee: strong blows you can see coming, a held guard you can time to turn a blow aside, dodges, blows from behind, enemies you break and finish off, one Melee skill instead of the weapon skills, and a tile grid in a fight showing what blocks the way.