*Topic*: Combat System *Start Time*: 3:39pm *End Time*: 4:11pm *Attendees*: All members except for Johnathan & Brendan. There have been some combat changes, this meeting is to get everybody on the same page on the new solid plan. *This does not change the amount of animations to be made* *This does not change anything about the BPM system* These changes are is relating to enemy AI and input. ### Reasoning for switching - Done without thought - Original idea was to have a heavy attack If we have a heavy players would only really use the heavies, (less buttons = good). ### Attacks *Contexual Attacks* - Jump -> Attack - Dash -> Attack - Hold Attack Each attack will have the same 'rhythm' (the rhythm of the current song) >[!note] Kishan's Note: > If you get hit off beat we should play the loud ass unreal Compilation Done sound effect ### Enemy >[!note] *Note*: We are still planning on only attacking one enemy at a time. *General Flow of Combat with an enemy*: \> You punch them a bit \> They hit you \> "nuh uh" (Move away eg. dash) \> Beat them with the hammer >[!tip] Dash Direction (Input / Engineering Related) >Dashing should have some assist when locked on to an enemy when trying to circle around the enemy. There will be the same move set in pop vs metal mode, except metal mode will be faster so enemies have less time to react (potentially enemies will be scared). Enemies *should not attack on off-beats*. Each enemy will only have one type of attack (at least, for now), such as *John Briefcase's Circular Swing* or *Gordon Crowbar's stab*. >[!note]- Kishan's Note: >i think all attacks need to be on beat because then we can have a just dance ass feed in the bottom right > >because that would be cool