Try taking a balanced set of weapons into combat - I usually try to have a movement item (Air, Motor, etc), a long range or fast short range weapon (spear, thunder sword, rusty metal, bottled items, lightning, etc), and a "Block" item (concrete block, tree, dirt, wood, cactus, etc). Once I implement weapon stats, it should be easier to pick your items before going into combat. Hope that helps!
i mostly notice since i never use melee weapons. since, aside from the fire sword, they all kinda have a short range? i don't like getting anywhere close to enemies, since 3 hp + enemies that do damage on contact + weapon you have to get up close to use...
plus, the ambushes that start around level four are really rude on a conceptual level. if you go for the sword, you're surrounded with trees and things that will kill you when you run into them. if you ignore it and go for the exit, there's an ambush of fast-moving monsters.
The ambushes - thanks for bringing that to my attention! I'll definitely reconsider where and how often they're used. I'm planning to add a metagame progression to the game (bonus hearts, shielding, damage bonuses, etc), and I'm considering the idea of giving enemies a chance to drop hearts so the player can restore some health in combat. For the time being, I'll definitely do some adjusting to give the player more time to respond to ambushes. That said, I do really like the sword in the stone ambush, and I've gotten a lot of positive feedback on that one.
the sword in the stone ambush is like, it's kinda obvious that it's a trap, but even if you know it's coming it's hard to deal with? since you're surrounded by trees AND oncoming enemies with not that long to react? i'm seriously glad you're gonna be addressing the ambushes!
There are 5 sword variants, 7 spear variants, 8 types of flowers (cherry blossom, cactus, fire lily, etc), some weird items like a refrigerator, shaved ice, bowl and spoon, bowl and chopsticks, luminous tube, magic wand, bottled axe, bottle of firewater, terrarium...
Well, i had got the swords (fire, lightning, ice, tempered, and broad sword), 3 of the spears (fire, lightning, and obsidian spear), 5 of the flowers (water and fire lily, etherillys, goldenrod, cherry blossom).
The anvil is the "forge" item. You can get it by crafting a crucible with coal. It's what we call a permanent item - once you make the forge, you can use it as many times as you want for the rest of your run. It's used with metals to make swords and other items like that.
Yeah, the whole not moving thing is still a design choice that we're on the fence about. I think the game would feel better if you were able to use 3-4 weapons per round, that way you have a variety of movement options, but we might eventually just go with straight up proper arrow key movement.
Sword is pretty tough to get to: You've gotta make a crucible, add charcoal to it to get a forge, use the forge with some iron to make steel, use steel + forge to make a sword.
Unfortunately Kraft&Slash has been on the back-burner for us cause I've been swamped with school and Artificer, and I'm pretty much the only dev. With the bugs and missing features, it'd still take a pretty big amount of work to shape up this game. Once my other dev (Mark) comes back in January from his work term in LA, we might get back to work on this game.
Hope you stick with us, and have a nice day!
- Dpodz
Yeah I can use a log, lightning or a magnet as a weapon but not a storm, lava, fire sword or lightning sword? Also I got a snowcone which is neat but does that serve any purpose? Feels like a waste of time when the goal is to get weapons and you get a clay urn and a snowcone.
Get hit by the enemy anyways because you missed the tiny slash window and get knocked out of IRIS mode, forcing you to recall your drained legion, hit plus to go back into IRIS mode, run around for 10 seconds while your legion recovers, then do it all again.
The Gem Slash Sword is truly a wonder of craftsmanship. With precious gemstones embedded in the pommel and guard, this foam sword will definitely be a real eye-catcher. This weapon is the perfect choice for those wishing to show their wealth and power like magnanimous lords, legendary warriors, blessed knights, or even warrior mages wishing to infuse the various precious stones with their magic in LARP events! The wood handle covered in leather allows for an excellent grip, allowing for dextrous and agile handling in combat. Available with a variety of choices for the precious gems, you can chose which ones will suit your character and its style the best. For the veterans who were already acquainted with the Gem Slash Sword, this version has been review and upgraded, with the new pressed blades from Ateliers Nemesis! These new LARP weapons are slimmer, lighter and more detailed, and still maintain the varied and luxurious options which made the reputation of the Artisan range, such as the options for wooden handles or for sword blades. As well, these new swords are compatible with the leather scabbards associated with others models from Ateliers Nemesis.
We implemented something like this in FusionFall. Basically the sword animations would have animation events to turn on or off the trail effects. The sword mesh would contain two transforms which defines the position of the trail, and then a script running each frame would use those two positions to set up a custom mesh for the sword effect.
This is concidered kinda hacking from a development stand point but I was able to make a dummy GameObject and place a Trail Renderer to it. Then when the character swings its sword the trail renderer shows a trail. Sadly, I was unable to stop the trail from spawning. Maybe you can do that in script. But it looked pretty convincing!
I have very mixed feelings about the sweeping mechanic in swords since it was introduced in 1.9. Sure it makes killing groups of zombies easier, but you also risk pissing off endermen when there's one near by, and hurting your wolves if you have a lot of them running around. Some people have suggested removing it altogether, but I feel the idea of dealing area attacks with a sword is viable, it's just pretty badly implemented in its current state.
So here I propose that instead of automatic sweep attacks, make it so that you can drag your mouse to slash exactly where you want. (left click and hold to draw a pattern, release to attack. To prevent abuse of this mechanic, you can only drag for a certain length and time) This gives you much more control over your attacks , and we can still have regular attacks in place and it would work the same way swords used to work (click once to attack, one target at a time). Also swords should have slightly more range, say about a block more than the current range to compensate for the somewhat lengthy dragging action.
And along with this Mojang can introduce hit zones for mobs and players, where hitting different parts of the mob's body will deal different damages. For humanoids and normal animals, hitting the head would deal the most damage, followed by the chest, legs, etc. different mob types could have different hit zone schemes. Different armor pieces would only protect their respective hit zones, and hitting unarmored areas will deal more damage than if they are armored. This applies to bows as well, and for sword slash attacks, there will be a damage decay again to prevent abuse. First hit zone intersected by the slashing line/pattern will suffer full damage, the second hit zone intersected will only get half the damage of what it would have received if the slash started there, subsequent hit zones intersected will get even less damage.
This will complement quite well with the slashing mechanic I just mentioned since well placed slashes and hits will be rewarded with more damage, and introduces some skill into melee fighting in minecraft (as opposed to just spam clicking, although there's a cooldown now, there's still not much skill involved)
Adding hit zones wouldn't necessarily make things easy, in fact hit zones could make combat even more challenging (and thus more interesting). Having hit zones would mean you can't just spam your weapon between cooldowns and get consistent damage. Hit zones like legs and arms would yield less than average damage while vital areas like heads would yield above average damage. This rewards skilled aiming, slashing and knowledge of those weakspots, which I think we can all agree is something that would vastly improve the current combat mechanics.
while the drag-the-mouse thing is a unique idea, I just feel that it would make things a bit too complicated; like a quicktime interaction almost. I think that they could reduce the range of the sweep attack, instead of having to drag your mouse across the desk. Also, the drag-mouse would be problematic in PVP with other players using swords, because they could just rapidly hit you over and over and kill you before you can fight back.
TASKMASTER SWORD AND SHIELD ACCESSORY: Imagine the masked assassin Taskmaster suiting up and carrying out stealth missions with this sword and shield role play toy, inspired by Marvels Black Widow movie.
I am new to animating in roblox studio and I was able to create a working equip animation. However, when the sword is equipped, and I left-click, it does not do anything, even though I have coded it to play the sword animation. Here is my code:
The Rosemary & Co Sword Liner brushes are ideal for creating just these kinds of accents and I highly recommend them. They handle just as the name implies; you can swipe and slash with decent precision and you can achieve clean, sharp edges that will pull out whatever you need to be in focus in your painting.
I have an idea. I was thinking about a Tenno sword that fires slash projectiles when swung, sorta like how characters from various animes do with their swords due to how fast they're swinging. I was thinking that this sword should have an aiming mechachic which takes use of the channeling feature (since the channeling button function is the same as the aiming button) as well so you can aim where your projectiles will go. Digital Extremes should add a new Special weapon slot for a weapon like this because it's like a primary and a melee weapon in one and when equipping a Special you lose the opportunity to equip any other weapon, you must only have the Special. This will truly be an awesome addition to Warframe because it will only make melee only-ing 1000x more cooler. I was not going to mention this in the same topic but the idea came from this idea originally, but I was thinking that Digital Extremes should add a new category of Warframes that specialize in one specific weapon type that is originally apart of the Warframe itself like how in DarkSector (Correct me if i'm wrong) Haydens glaive will appear and dissapear from his hand as if the glaive was apart of his new form. For example, a samurai Warframe that only uses his sword that is apart of him and has the ability to use his sword to slash enemies from a great distance and meaning no need for a gun. What do you guys think? Cool idea or not?
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