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	<title>Garshasp Development Blog &#187; Combat</title>
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	<description>The stuff that our lives are made of!</description>
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		<title>The Fight</title>
		<link>http://dev.garshasp.ir/blog/archives/119</link>
		<comments>http://dev.garshasp.ir/blog/archives/119#comments</comments>
		<pubDate>Sat, 25 Jul 2009 19:38:54 +0000</pubDate>
		<dc:creator>fassihi</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Combat]]></category>

		<guid isPermaLink="false">http://dev.garshasp.ir/blog/?p=119</guid>
		<description><![CDATA[Combat is a discipline we really care about in Garshasp. The team has been spending some time tweaking and tuning the combat experience and there are lots to be configured in order to make the player feel the sense of engagement in a melee combat with monsters. The task is quite challenging and there are [...]]]></description>
			<content:encoded><![CDATA[<p>Combat is a discipline we really care about in Garshasp. The team has been spending some time tweaking and tuning the combat experience and there are lots to be configured in order to make the player feel the sense of engagement in a melee combat with monsters.</p>
<p>The task is quite challenging and there are lots of little pieces of detail which contribute a lot to the whole subject. Among these tiny features are, combat hit windows, character reflex animations and timing, camera shakes, time shrinks, particles, sound, enemy anticipations, enemy locks and animation canceling. Our main references for good combat are mainly God of War and Prince of Persia, the two are quite different in terms of combat style but they have lots of good little details to learn from.</p>
<p>The use of magic is in the wish list, lets see how we do in time.</p>
<p>Good combat is essential for our action game. We&#8217;ve gotta tweak and tweak and tweak.</p>
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