You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Assess the use of an Input Buffer for our chain + combo system.
This will look like a history of the players inputs for a certain number of frames, and a way to parse them when deciding which actions to queue.
The main drive for this is to allow button inputs sent within a certain window of frames (usually during the duration of an attack animation) to trigger a follow up attacks, but it will be generally useful and allow us to better specify player behavior based on inputs.
@alice-i-cecile there's not necessarily anything to do yet, but I thought I'd ping you just so you were aware that this is something we're considering that may or may not want some integration with LWIM.
I'm not sure if this is something you've thought about yet or not.
Description
Assess the use of an Input Buffer for our chain + combo system.
This will look like a history of the players inputs for a certain number of frames, and a way to parse them when deciding which actions to queue.
The main drive for this is to allow button inputs sent within a certain window of frames (usually during the duration of an attack animation) to trigger a follow up attacks, but it will be generally useful and allow us to better specify player behavior based on inputs.
Relevant discussion #211
Alternatives & Prior Art
No response
The text was updated successfully, but these errors were encountered: