OK so as the title suggests, I want to integrate my knowledge from the third person combat series into my RPG Project (I’m at lecture 61 as we speak, but I’ll probably be done with it before Brian sees this). I have to admit though, I do not want to integrate everything Nathan has taught us into my game, possibly just the third person view and the controls, and from there on I want to tune my own systems
There are some things I personally do not want in my game, or I want to modify them (I’m writing this as documentation, and can also use some help):
- One of them includes his combat focus system being altered with a tab button (I want this to happen automatically, if there’s an aggregated enemy coming at us, rather than being manual, and the math will be done based on distance to the player BEFORE calculating the position of the nearest enemy to the center of the screen (so if no enemy you can see ahead of you is closer to you than the center of the screen, only then will you be allowed to focus on whoever is closer to the center of the screen. If there is one coming from behind, we can unleash a notification for that, probably through a moving trigger of some sort). Above all else, I’ll toggle this entire system using a boolean).
Somehow, somewhere down the line, my player became capable of self-targeting, and I’m still trying to find where this is coming from (in the third person course. PLEASE HELP)
- The Ragdoll system: I don’t want this in my game for one simple reason: If I’m doing it for my player, there’s a good chance my players would expect this on my enemies as well… Let’s just stay out of this one for now, it sounds like a physics nightmare waiting to happen
- The enemy AI (we have our own, and the weapons colliders toggling is causing me severe nightmares of missed hits)… I might want to integrate combo attacks for my more superior enemies, but we’ll deal with this later down the line
- I do want the combo attack system, but instead of the player holding the mouse button down, I want it to rely on a timer between mouse clicks. So if you click ONCE, let’s say less than 1 second after your last animation was triggered, you go into the second attack of your combo sequence, and the same check before the third, etc… If it’s more than 1 second since the last hit, you restart the combo sequence
- The basic movement can use a bit of adjustment. I’m not sure what it is, but this one feels a little bit…off (I’ll figure this out and update along)
So, without breaking my project, how do we start working on this? (I’m most concerned about the code consequences of adjusting the mover.cs script in my RPG project, since we’re no longer using the mouse button, and it will be replaced with buttons). I might have to re-code some systems though, as some of them just don’t work for some reason (and I’m in Unity 2021)