Most games I’ve worked on are either non-combat related or turn-based. In either situation, there’s not much outside of basic movement. I’ve been wanting to mess around with some more advanced non-turn based combat somewhat similar to NieR: Automata’s combat and movement systems.
Brief Combat Examples:
I’m asking more specifically about the most optimal methods of coding such systems, but also the safest methods in regards to exploiting. I’d like most things to run client-side, except for obvious things like damage events and whatnot. However, I’m worried about the delay between client/server communications during fast paced combat where timing is very important. I understand that this question is pretty vague, but I’m hoping to find some tips related to this.
Thanks.
(I’m mainly just looking for standards or methods to follow, I don’t need code or basic examples.)