Hi everyone,
I’m working on a combat system and I’m trying to understand the core layers that make it feel solid, dynamic, and responsive. I’d like some guidance from people who have experience with action-heavy combat systems.
Specifically, I want to figure out how to implement action canceling. For example, if a player is blocking and takes a critical hit that breaks the block, the block action should be immediately canceled. I want all interactions to feel smooth and reactive.
My goal is to create a combat system similar in feel to Ghoul Re, with fast and engaging mechanics. Video Example: Press
I’m also thinking whether to structure the system using priority-based states in a state machine or to rely on allowed transitions, and I’d love advice on which approach is better for handling these kinds of interactions efficiently.
Any tips, examples, or best practices would be greatly appreciated!
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