OK so umm… there’s something interesting here that makes combat pretty much impossible to an extent, and that’s the time between attacks
Before transitioning from point-and-click to third person, we had a variable called ‘time between attacks’ that would take care of giving the enemy a bit of idle time before proceeding with the next attack
The new third person system does not integrate that, so here’s my question:
How do we integrate time between attacks between attack animations? I was debating between adding one per attack animation, or one on the weapon itself, and I think I’ll go per-animation, to make this customizable (so it will go on the ‘Attack.cs’ scriptable object, or at least the value tuning can be expected to be done there)
If we can integrate that, that would be amazing. The reason I want this in, is to give the player an opportunity to actually attack the enemy back and have a fair fight. What good is a fight if you keep getting bashed with no window to fight back, approach or evade your enemy…?