I’ve gone back to working on the main character of the game. The Haunter. I’m a big fan of parries, counters, or whatever games will call it, it varies. They are very tricky mechanics that requires timing, practice and skill. I have known that I wanted to add it for awhile, but I knew it was tricky so I waited until I had a lot more in place before I finally implemented it. Now it works under the input/key for the block. Pressed quickly the player will throw a parry, held down the player will block. The challenge is timing the move just right. I made sure the window wasn’t too big or too small, and I had a ton of fun figuring out my own mechanic.
I also added a better death animation for the player and a parried animation for the boss to really reward the player for being able to get the timing right on the attack. There’s tons more I have to fix such as it is currently possible to parry any attack, and I don’t think it should be possible do block all attacks or maybe it is a good idea, we shall see. I’ve improved the death sound as well of the player, stealing the voice cues from a free character.
Last update for today was a special attack that can be done within a few seconds of parrying attack. My brother gave me the idea, or reminded me of how it was common in Souls-like games to give the player an opportunity to do a unique move if the enemy is parried. I was able to find a nice spin attack animation that worked well with the character’s aesthetic. Tomorrow I want to continue working on the player character again, polishing and improving upon all its mechanics. There’s tons of old code/logic I would like to go over that I may be able to clean up since I made a lot of it early into the development. I want it to work as well as possible so things don’t get too out of hand when I add more abilities or moves.








