@friendMaster2000 said:
Looking really good. As far as camera handling goes, the camera should try to achieve an optimal viewpoint while attacking. player doesnt need to control the camera during attack combos. It's very rare for a player to try to do both simultaneously. Have the camera focus on a point halfway between the player and the current enemy.
Thanks alot for your feedback and suggestions, I implemented a dynamic fixed camera for now, but I just saw the part about the point halfway so I'm going to go back and add that to the system. I think it would lower the rotation interpolation too which would be great since its a bit fast in its current iteration.
Here is the fixed camera in its current state, which only focuses on the player.
@jbskaggs said:
Hey that reminds me of the combat from Kingdom Hearts I and 2- I likez it!
Thanks! Right now its more like the offbrand budget version lol but I'm relentlessly iterating on it.
More updates:
I've also updated the look of the environment a little, before there were no shadows so everything felt eyebleedingly bright, I've added some more shadows although the canyon walls don't seem to cast one on the floor for some reason.
An interior in progress:

More canyon stuff:

Other smaller stuff I've done is add particle effect movement trails to gauntlet, spear has some more animations now, weapon swapping supports different idle/run animations, slight pause on hit, the video shows a little bit of how the player can skip over parts of a combo by weapon swapping. I think there's more to build on there too.