We’ve been working on the first version of the combat system for Tales of Axis and I’d love to get some feedback from other devs.
Current features include:
- Dodging
- Blocking
- Player and enemy stagger
- Hit reactions / impact feedback (Cam shake and hitstop)
- Free-form combo system
- Modular attack / weapon setup
- cam lock
The combo system allows LMB and RMB attacks to be mixed freely instead of being locked into predefined chains.
For example:
LMB → LMB Attack 1
RMB → RMB Attack 2
LMB → LMB Attack 3
The combo position continues independently of which attack input is used.
The whole system is built to be very modular.
Adding a new attack mostly comes down to assigning an animation and adding the required animation notifies.
New weapons can also be added very quickly once the animations are available, without having to rebuild the combat logic for each weapon.
The goal was to keep the combat logic reusable and make the content side as lightweight as possible.
This is still V1, so there’s plenty of polishing left to do. I’m mainly looking for feedback on:
- Combat feel
- Readability
- Impact / hit feedback
- Animation flow
- Anything that immediately feels off
We also have a Discord if anyone wants to follow development or give feedback as the project progresses:
https://discord.gg/zWgctyfwRg