Hello, recently I’ve taken it upon myself to make a real nice combat system for a game I have in mind. It’s basically finished, but there is one problem. It feels unresponsive, and the effects aren’t really top notch. It definitely take’s skill, but it’s not the type of combat system I want. What I want is snappy, fast paced combat, that has subtle but noticeable effects. I’ll go over the questions I have for how to do these in this post.
When making snappy, fast paced, combat people will always say playing animations and utilizing debounces on the client is key. However, as many of you know this makes scripts vulnerable to debounce exploits. An exploiter might be able to fire animations a normal player certainly wouldn’t be able to do. So I guess the question comes down to, should I do the animations and debounces on the client, or keep it on the server(where it is currently.)
Next, what would be the best way to detect if a player is currently punching, blocking, etc? Normally, I’d just use values or something along those lines but I’d like to explore new options. Maybe something like a table that updates on the server everytime a player performs a specific action? I think it might be faster than iterating through a table of value to check if they’re true or not, and it might be able to update faster. Maybe check if it’s the actual animation that’s playing?
Another thing I truly struggle with is effects, my combat effects look so poor(mainly because I’m only able to test on a low-end pc.) Any tips in this regard? Maybe video links of certain effects that show up when a player attacks, blocks, counters, etc.
Finally, I’d like to go over a thing I like to call “player-counter-chances.” Where a player has a chance to either dodge, block, or attack out of a combo. What would be the best way to implement these? Make certain combos more slower than others? Or decreasing stun-times?
I’m welcome to any more info/tips, thanks for reading my post!