Hi Fallen One,
I appreciate the thoughtful crit. Your post isn't showing right now, so I will quote...
Quote: "You have the right hand swings coming right to left or over head, it would be better if also they had right hand swings left to right as well, same goes with the left had and the other direction."
It's possible to add a right-hand left-to-right swing but AirMod 0.6 only supports three attack animations. Right now, I'm using them for overhead, thrust and right-to-left lateral. That means I'd have to comment something out and it would be left to the user to choose three of four to their liking. If it's a
must-have sort of thing, I can add it but I think it's the sort of attack that looks great directly after a right-to-left swing but a little awkward coming from the idle position. If this was an autofire weapon (like my old Katana) it would be easier to make look fluid but these are all semi-auto.
For right-hand animations I am severely limited and can not use lateral strikes of any kind because of the way asymmetric dual-wielding works. I have to keep all animations to one side of the screen or else they risk clipping through the weapon being held in the opposite hand.
Quote: "On the longsword, you have a thrust, the character holds the lower quart of the blade above the guard and thrusts, you never do that with a sword, swords that you see with an extra hand placement above the guard are for using as a short lance if one loses ones main lance on horseback, the guard goes into the shoulder and you set the point forward. So him holding the lower quart of the blade looks very odd from a real world perspective. Would never work in real life either, timing and distance are used, thats why the European swords have straight blades, its for the thrust, shortest distance between two points is a straight line, so for timing, the thrust is best, but thats lost when you take your hand of the weapon to grab the lower part of the blade for no reason."
I got the idea from reading snippets about
half-swording and methods like this being used in unmounted combat as a means to increase a swords effectiveness vs. plate armor.
From a strictly gameplay perspective, the timing difference is minimal though yes it does take a split second longer:
slash = 12 frames from idle to impact
overhead = 17 frames from idle to impact
thrust = 19 frames from idle to impact
The two-handed sword is also a lot beefier looking than the regular sword. I think of it (from a glameplay perspective) as a heavy/finesse weapon and not a quick hack n' slash weapon (the regular sword averages 10-11 frames from idle to impact but does less damage and does not have the knock-down effect, by default) and personally don't think it should be usable with a shield but have included the needed animations to leave that final decision to the designer, should they want things sort of over-the-top and the weapon capable of dual wielding. That said, if the game designer doesn't like it, they can comment out the animation and not worry about it.