Concepts
This section includes high-level concepts for the Combat System. These elements are provided by an aggregation of multiple technical elements, such as components and gameplay classes.
- Melee Combat
Melee combat can be executed by a combatant (hand-to-hand combat) or using weapons. The process is the same for both scenarios and includes scanning, applying damage effects, and triggering impact cosmetics.
- Ranged Combat
Ranged combat can be executed by a combatant or using ranged weapons. In both cases, projectiles are spawned in the world and can apply damage independently of their owner's Ability System Component.
- Combo System
Attack Abilities for both Melee and Ranged Combat can be orchestrated by the Combo System. This is a State Tree-based solution that can manage combo states, transitions, and damage multipliers.
- Opportunity System
This system handles attacks that can only be triggered from certain opportunities, such as a Backstab or a Riposte. This system takes care of gathering eligible targets, pairing animations between participants, and animating the camera.
- Damage and Defense
Every successful hit or impact triggers the Damage and Defense system, where things like Critical Damage, Armor, Blocking, and Invincibility are considered to determine the final damage output.
- Poise and Stagger
A system that works in tandem with the Damage system, but can be enabled or disabled as needed. It is commonly used in conjunction with the Opportunity System.
- Target Locking
The Target Locking functionality allows combatants, players or AI, to lock on a target, which helps with Motion Warping and targeting, plus it can also notify current targets, so they can be considered in combat.
- Forward Reference
The Target Locking functionality allows combatants, players or AI, to lock on a target, which helps with Motion Warping and targeting, plus it can also notify current targets, so they can be considered in combat.