Hi all,
I am currently musing over how to handle hit reactions in melee combat in my third person rpg.
It seems that the most realistic way to react to being hit hard with a sword or axe is that the character doubles over or reacts hugely to the collision with a large metal weapon. This is what I've programmed my games animations to do.
The problem is that whilst the enemy is bent over in pain from the player attack they are unable to run away or hit back, therefore the player could hit them again and again whilst they are clutching their stomach or otherwise reacting badly to being hit.
While realistic it would make combat easy and boring as the first one to get a successful hit in would just pummel the other guy to death with no chance of defense.
My question then is how can I keep realistic hit reactions whilst avoiding "stun lock". To prevent the npc doing it to the player is simple, simply introduce delays to make it fair. It's more the player abusing the system to easily win confrontations I'm concerned with.
Thanks all!