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Designing and Implementing a Satisfying Sword Fight
Shooting games are firmly established since the dawn of gaming; everyone knows the basic elements, the vocabulary, and techniques in making them. The same can't be said for melee combat, a gameplay genre very much undiscovered aside from the usual beat-em-ups and Shoryukens. This session will explore the various ideas, pitfalls, and solutions in making an engaging third person melee game. Michael Chang shares his experiences building a playable sword fight, from pacing, to camera work, rigging and animating, and hopefully giving the player something unique to play with.
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