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Any devs willing to clarify how hitboxes work in FLARE? Asking this because I saw a topic on the FLARE github regarding more action focused combat with dodging and combos. Not saying if it is a good idea or not to go down that path, but if we do, precise hitboxes are gonna be fundamental.
Hit detection in Flare is currently very simple. Every attack (we call them "Hazards") is essentially a circle. If a target's position point is inside this circle, we register a hit.
I think for the proposed combat improvements, we could improve things by keeping the hazard circles small. Precise hitboxes would be a lot of work and be more CPU-intensive. Not sure if it's worth it, but it's an interesting idea.
FYI, you can see the Hazard circles by enabling developer mode and turning on the dev hud (enter toggle_devhud in the console).
I see.
By 'target's position point', do you mean the coordinate of the grid square the target is currently occupying?
My concern is for large enemies like the wyvern where your attack may look like it connects with the wing or the tail but the hit is not registered. IMO this is acceptable for a Diablo-like game but for something more action oriented (e.g Hyper Light Drifter) this probably wouldn't work as well.
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No. When the dev hud is on, you should notice a small red cross at the bottom of the characters' feet. This is the floating point position that we check is inside of hazard circles.
The place where we *do* use the gride squares is with entity-to-entity collision. So if an enemy is occupying a tile, that tile behaves as a wall in terms of entity movement. This makes sense for our pathfinding, which is grid-based. But it can produce some poor results if an entity is not near the center of a tile. In such a case, the player can get closer than you would expect to the entity without bumping into the "wall" tile.
Ok, just opened Flare to check things out. Thanks for clarifying!
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