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00:01Hey guys, I'm Mehraj from R2107.
00:04Just wanted to quickly walk through how we've been handling combat in R2.
00:17We've already shown a lot of shooting before.
00:19This one's mostly about melee.
00:21The idea wasn't to go fully free flow or fully grounded.
00:25It's kind of in between.
00:26It feels heavy, but you can still do some cool stuff when things line up.
00:30One of the bigger challenges for us was getting hits to actually feel like they connect.
00:34We tried a bunch of things to fix that.
00:35Camera shake, positioning, and IK.
00:38So hits actually line up with the enemy instead of just playing through.
00:41The camera also helps here.
00:42In melee, it stays a bit closer to the player
00:45and applies a soft lock toward nearby targets or incoming attacks.
00:48But it doesn't take control away.
00:50Enemies obviously react back.
00:52So we added parries and dodges.
00:55Most of the fights are really just about timing and reading what the enemy is doing.
00:58On lower difficulties, we show timing indicators for parries.
01:02And on higher ones, we take that away so you rely more on animations and cues.
01:07Takedowns are all contextual.
01:08So it's based on distance, angle, where you are, stuff like that.
01:12Same idea with the environment.
01:14If you're outnumbered, you should be able to use whatever is around you instead of just trading hits.
01:19We've been running private tests, watching how people play, and tweaking things based on that.
01:23If you want to join future rounds, signups will be on our discord, so make sure you don't miss it.
01:27So that's pretty much where melee is at right now.
01:30Let us know what you think.
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