I tested it with an alt and here’s what stood out to me:
I notice that you can knock characters’ limbs off with powerful attacks. Once I directed an attack precisely enough that I knocked the HumanoidRootPart off my alt’s body, meaning his visible avatar was disconnected from the camera. You might add a check to make sure attacks ignore the HumanoidRootPart to prevent this behaviour from happening.
I wasn’t able to attack after I had died once.
Some of the stronger punches have long windup animations that still allow hits to connect even before the character actually throws the punch. You might add some events within the keyframes of the punch animations to make sure the character can only land a hit when they’re actually punching.
I’m not sure how the game uses your avatar to influence your stats. Maybe you could explain how the game changes stats based on a person’s avatar so that testers know what to look out for. For example, are there certain accessories, scaling options, or body shapes that give you more damage, or is it only based on the limbs you’ve lost?
Thank you so much for this feedback. Today I did a pretty hefty code rewrite which is when the bugs related to the camera detachment and AnimationClipProvider Service popped up.
I was also under the assumption HumanoidRootPart was getting detached - But on further testing somehow the RootPart was fine. It’s just the Camera losing track of what part it’s supposed to be focused on.
I’m happy to report that I’ve got a fix out now for the two big issues. I added probably very many unnecessary checks for the character and animation to be loaded, but also I moved the controller responsible for handling player input and animation calls from StarterPlayer to StarterCharacter, and so it seems much happier. I also put health checks to avoid attacking while dead or even calling to attack while dead.
Thank you for the advice with the animation events. I’m going to have to look into that more, as it stands getting the Touch checker event to operate within a particular window has been probably my biggest hurdle after the camera bug.
This fix seems to have helped with the camera. No idea why the subject would ever change, none of my code alters the Camera, unless the Camera’s attachment is a secret physical game world attachment.
RunService.Heartbeat:Connect(function()
if not WaitForCharacter() then
return
end
workspace.CurrentCamera.CameraSubject = character.Humanoid
end)
I’ll add some description to the game. It uses attributes like body mass and hipheight right now to scale your damage, health, speed, and jump height.
My ambitions are to actually allow accessories to absorb damage by falling off when hit (like hats used to), add player abilities by having certain parts or accessories (wings letting the player fly), but that kind of stuff is way off right now. The end goal is the game fully reflects the characters you make for R15. So few games take advantage of it when it’s legitimately my favorite Roblox feature.