King of Shadows – Weekly Update #17

Hey people, a lot of exciting progress to share this week so let’s get right into it.

First of all, I managed to fix the issue where only the first couple of frames of the attacks were playing, which was good in and of itself. However, it gets even better than that. I have also managed to lay down the groundwork for more advanced combo sequences using the light attack and heavy attack inputs. All there is to do now is to make the animations required for the various hacks and slashes and then make the necessary adjustments in-engine, after that it’s as simple as assigning an attack animation to a specific sequence.

So that’s sounding pretty good, right? But wait, there’s more. Since the animations might take a while to prepare, in the meantime I’ve gone ahead and added some polish effects, such as camera shake as well as a bit of slow motion and zoom in with the smash attacks (powerful attacks executed at the end of each combo). Also, while it isn’t being used yet I have also made a function that can change the combo based on the timing of your input.

Here is a video showcasing some of these new features:

As for what’s next, obviously more animations for the various combos, but I’ll also look into implementing a trail effect for when the sword is swung.

That’s all for this week, see you in next week’s update and thank you for following the development of King of Shadows.

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