Blade & Sorcery

Blade & Sorcery

Joy TDK 16 DIC 2018 a las 8:00 a. m.
AI Movement / Difficulty
@Dev - Hi, I've noticed that the AI have limited and predictable attack animation and move set. There are only 3-4 attacking animation (CMIIW), and this make the game too easy.

My request / feedback is could you make the AI to be able to attack from any angle and be more aggresive?

You can check a Wii game called "Sport Resort" as a reference.

In that game, the AI will try to block and attack depending on our sword position. They will try to land a hard to block attack based on our position. And sometime they will land a very unpredictable attack. This way, the AI will become less predictable and more challenging

https://www.youtube.com/watch?v=w_op7KdajJ4

Thank you
Última edición por Joy TDK; 16 DIC 2018 a las 8:02 a. m.
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Mostrando 1-5 de 5 comentarios
Levatt 16 DIC 2018 a las 8:08 a. m. 
I agree one of the biggest problems in this game is the attack animations. The blocking is mostly good (with some issues). I believe I have seen these attacks before, I am pretty sure these are stock Unity animations.

I don't know if the developer himself is capable of putting in those animations, he might have to hire somebody to do that. Not criticizing that's just how development tends to go.
Levatt 16 DIC 2018 a las 8:09 a. m. 
I watched the video. Honestly I forgot how that game played and it's great, you can predict the enemy because they raise their sword in that direction, then just go in for a hit when the can get away with it. Much snappier than full animation. And parry your attacks right into a counter, very fluid fighting.
Última edición por Levatt; 16 DIC 2018 a las 8:10 a. m.
Joy TDK 16 DIC 2018 a las 8:59 a. m. 
Publicado originalmente por Levatt:
I watched the video. Honestly I forgot how that game played and it's great, you can predict the enemy because they raise their sword in that direction, then just go in for a hit when the can get away with it. Much snappier than full animation. And parry your attacks right into a counter, very fluid fighting.

Yes Wii Sport Resort Sword Fight is still the best. They don't use attack animation for the AI, the wepon will just block or attack based on the player position / opening, and they will land an attack from any direction that is hard to block / predict by the player.

I noticed that blade & sorcery already have this for the AI defend movement, but not on the attack. The AI/NPC could block an attack from any direction (even block / parry a stab), but for the attack, they will do it in a limited and predicted animation

I wish the Dev could make the AI attack from any direction based on the opening of the player. That would be more challenging.

Or at least, the Dev could add at least 9 basic attack animation based on the attack direction that usually happens in a sword fight, and make it random and also aggresive (depends on the dificulty settings)

1. Up to Bottom
2. Bottom to Up
3. Left to Right
4. Right to left
5. Upper Left to Lower Right
6. Lower Right to Upper Left
7. Upper Right to Lower Left
8. Lower Left to Upper Right
9. Stab

Currently, I only notice movement point 5, 7, 8, and sometimes 9 (I'm not too sure about the 9)
Griffith 16 DIC 2018 a las 12:22 p. m. 
I'd go a step farther with the AI. They currently don't value their life when they come after me, they just walk right past my claymore into close range and wait there.

Sure, they block, and they do eventually swing, but they do not seem to acknowledge that my weapon can end their life in a single instant. They do not need to be HEMA warriors, and obviously this is essentially a beat-em-up at its core, but no enemies try to keep their distance from my weapons. They just walk into a meat grinder, one after the other.

I don't expect them to all be strategists, but a little self preservation might add a lot to the game in terms of character and balance.
Joy TDK 16 DIC 2018 a las 10:34 p. m. 
Publicado originalmente por Bonus Tier Milk:
I'd go a step farther with the AI. They currently don't value their life when they come after me, they just walk right past my claymore into close range and wait there.

Sure, they block, and they do eventually swing, but they do not seem to acknowledge that my weapon can end their life in a single instant. They do not need to be HEMA warriors, and obviously this is essentially a beat-em-up at its core, but no enemies try to keep their distance from my weapons. They just walk into a meat grinder, one after the other.

I don't expect them to all be strategists, but a little self preservation might add a lot to the game in terms of character and balance.

Yeah, this one is funny.

Usually in very easy setting, the first opponent will run into my blade and give his life away
Última edición por Joy TDK; 16 DIC 2018 a las 10:35 p. m.
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Publicado el: 16 DIC 2018 a las 8:00 a. m.
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