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This is pre-alpha, pre-Early Access, first test of some cross art (Sztuka Krzyżowa) saber animations. We test if such way of fighting is effective within the current game fighting system.
What we wanted to test:
We wanted to try to make a fighting style, that uses continuous moulinets and wide cuts to attack and at the same time parry incoming cuts. This is one of the interpretations of how lost Polish saber style might have worked.
The results of the test:
Yes, you can totally do a moulinet dance with sabers. …If your opponent complies.
At least with Hellish Quart physics based mechanics, parrying opponent's cuts by cutting into his attack in exact moment, like in the movies, is very, very hard. Because a started opponent's attack is always faster than your reaction to it (at least by 0.18-0.25s if you have good reflexes).
Also, your opponent doesn't want you to do that, and actively tries to desynchronize to get the opportunity to hit you, between your attacks. Perfect synchronization of sabers doing this chained-moulinet dance falls apart, the moment you realize that "maybe I'll try to actually hit him, instead of his sword". But that's ok, I expected that, as it seems to happen in sparring too.
It's a video game though, and we love cool concepts like that, so I bet we can try to make this work better as we develop the game further!
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Hellish Quart is a fighting game about sword dueling, in which the blades clash using engine physics, and the characters use motion captured fencing techniques. Play as one of many 17th century warriors and use sabers, rapiers, broadswords and many other blades in single player campaign, arcade, or local multiplayer with friends.
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