I checked the stream (StarMire: just forward to 21:30). I agree with the comments from Thaumaturge
also I see a complete lack of sense of physics and biomechanics. you can spam the attack and get maybe 3 attacks in one second. there's no cooldown, no inertia, no penalty for missing an attack, no way for the enemies to block your attacks, or any other interesting factors beside attacking. the fact that the enemies run towards you like zombies doesn't help either
for some games having a sword attack is enough to call it a 'melee fighting system'. it usually boils down to something like "I was hit 8 times but I hit the enemy 15 times, so I won". Skyrim goes just a little bit beyond this (with blocking, stamina and staggers) but the "I can pause to drink potions" feature ruins all of this (plus aiming and body movement / distance is meaningless)
personally I have to say that a sword attack is only the beginning, and the real fun starts when attacks can be blocked causing a flow of back-and-forth attack attempts and blocks, making all combat decisions much more meaningful.
StarMire, on 08 Oct 2014 - 07:29 AM, said:
Great references those! +1
The danger, of course, with such freedom can be disorientation. You have to be careful with camera, and making the controls manageable.
indeed, but at this point I'm assuming the audience target (within the RPG world) is more the people familiar with FPS's rather than jRPG's - and from makuto's video I think it's safe to say he's aiming for something like this too
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StarMire, on 08 Oct 2014 - 07:29 AM, said:
Chosker, on 07 Oct 2014 - 11:56 PM, said:
I myself am making a game of this swordfighting genre. here's a [ link ] to a 6 months old video, despite it lacks quite some new features and better combat flow it does give a good sense of what it is like. I'm not meaning to advertise, it's just that if you're interested I could invite you to my testers group so you can try it for yourself (on the condition that feedback is provided )
It looks awesome. Is that an open invitation? Is there somewhere I can read more about your project? I didn't see much on the site.
it's not an open invitation, but we could arrange it
also yes my website is just placeholder but [my blog] has much more info about it.
Thaumaturge, on 08 Oct 2014 - 5:19 PM, said:
That looks rather cool! If I may ask, how does the player control attacks in your game? I'm doing something similar myself, and am curious about your approach. (The download in the first post is old; the latest posted here should be in my last post in that thread (at time of writing).)
I know you're doing something similar, I was the first guy to reply to your thread
in my game the player controls how to attack like in Mount&Blade - you move your mouse up, down, left or right, and then click with the mouse.
I also added an optional alternative where instead the player needs to click and hold the mouse button, then move the mouse up/down/left/right, and then let go of the mouse button. my testers' opinions are divided between the two methods
on top of that there's some buttons that don't need mouse movement, like blocking or kicking, which are just regular keypresses.