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[Part 10] Regarding implementation of Parry for regular mob enemies

Home Forums Video Game Tutorial Series Creating a Metroidvania in Unity [Part 10] Regarding implementation of Parry for regular mob enemies

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  • #15876
    Sanket Pise
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    we have added parry mechanic for the final boss in the metroidvania series,where the boss protects himself from our attack
    can you help me implement the same mechanic for the regular enemies too
    also, In Hollow Knight there is a sort of sword parry where when player and enemy attack at the same time and their hitboxes collide a deflect happens and a satisfying sound is played
    maybe you can implement that is the future parts on the metroidvania series
    thank you and hope you have a great day!

    View post on imgur.com


    we can see the deflect-like parry in action in Pure vessel bossfight

    #15884
    Joseph Tang
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    Thanks Sanket Pise for the suggestion.

    For implementing the parry mechanic for normal enemies, they will need appropriate animations if any, and use similar code as the boss that we already have. It can be accomplished by copy-pasting, then tweaking some parts of the Parry() code of the boss for the enemy.

    For the deflect-parry, it should theoretically be simple to implement, and we will see if we can make another episode on more enemy types or attacks in the future.
    If we apply HitStopTime(), an audio clip, and particles, it should functionally act the same as us getting damaged, without the loss of health, when we hit with only blades. We can detect the Boss’ attack through comparing tags or names if we want to.

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