When the project is launched, this will be the first thing you see. The two different color tabs represent two different levels (for the sake of testing), and did spawn the player in either a level with enemies that will pursue and fight them, or into an empty level for the sake of testing moves and animations.
After selecting a level, the player's camera will zoom closer to the characters, allowing the player to click on a character to bring them to this HUD option.
Only the Warrior has working animations and combat, while the mage on the left only has the ability to walk and run. I had her there for the sake of showing what the character select screen was doing.
If the player chose the Red level, they would be spawned into a big open box arena with two scripted enemy AI that will check their distance to the player and use the proper attack based on distance.
These AI could take damage and fight the player properly, and was there to show how to make clear animations and behaviors to warn the player of attacks incoming without putting text on the screen saying "MOVE".
Being that this was made in spirit of Dark Souls, this seemed appropriate to go the extra mile for!
Lastly, the player could use a slew of attacks that would stem from a combo system similar to Dark Souls, but with much more attack options in it (such as being able to use Smash Attacks or even leap a few feet forward!).
The player could also switch weapons by pressing tab, and wield a much larger weapon for the sake of dealing more damage. If the player was still using the shield, they could block attacks by holding the right mouse button and be immune to damage from in-front of him as long as he held his guard, leaving him vulnerable from behind.
The player would either defeat both enemies, or the enemies will defeat the player. And thus, a basic combat system was born!
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