Thanks to Demo Day 16, an Anonymous from /agdg/ suggested me something that is probably going to make the attack input better.
Right now, attacks trigger on button release, not on button press. I do that so that I can recognize holding the button long enough for charged attacks.
The suggestion was to immediately trigger attacks on button press instead, and if the button is still being held long enough, blend it into the charging animation for charged attacks.
The problem is that it changes the way you do charged attacks. This new style means if you want to do a charged attack, you’ll have to do a regular attack first, so you’ll have to consume stamina for the regular attack, on top of the stamina cost for the charged attack.
Some attacks also have a very different pose from the charging animation, so blending them looked awkward. I decided I needed to make alternative charging animation poses, depending on which attack you came from.
Current Attack Input
Pros:
- If you do a charged attack, you only consume stamina for the charged attack.
Cons:
- Input delay when attacking
New Attack Input
Pros:
- No input delay when attacking
Cons:
- To do a charged attack, you do a regular attack first (you consume stamina for the regular attack on top of the stamina cost for the charged attack).
- More animation work for me due to needing to create alternative charging animations.
Despite the cons, this new attack input method is very promising, because the attack buttons feel a little more responsive now.