Cancelled

by Steve Bowler on February 1, 2008 · 3 comments

in combat

I was pointed at Eric Willaims’ blog (combat designer on God of War) today by our team lead for his essay on Combat Cancelled, which is an insanely in-depth look at cancels in combat animations, and how they make games more fun.  I wish he’d have called it the 2-in-1 system (and later the 3-in-1 system) in Street Fighter, but he mentions that SF was the father of the cancel, and that’s good enough for me.

It’s a loooooong read.  And a possibly dry technical one if you’re not into combat design. 

The good news is: I think after reading his mock script on how they used cancels on their moves in GoW I figured out how to finally fix what was bugging me about our own prototype combat we’re working on.  And I think we already have the tools in our engine to put that in.

The bad news is: this means I’ve got a lot of work to do tomorrow now, and it’s snowing like mad outside.  At least I’ve got the laptop here at home I can work on.

And yes, I can run our game editor/engine (UE3) on my laptop.  I love this thing.

/kisses laptop

/burns lips

/runs off to get ice water

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