Advanced Combat R&D (Part 2.1) - Precision Hit Detection + Dynamic Reactions
If the contact isn’t real, the outcome shouldn’t be either.
Combat R&D for Adrayvia, focusing on accuracy and physical consistency in combat interactions.
This system removes “fake hits” by validating real contact:
- Accurate hit detection supporting glancing blows and near-misses
- Directional hit reactions based on impact angle and body region
- Combo system with varied attack chains (low/high, punches/kicks)
- Turn-in-place system for grounded orientation control
- Perfect parry example, where the same animation adapts via IK to meet the incoming attack
Even when using the same parry animation, outcomes change based on spatial context and timing.
Combines spatial hit validation, directional logic, and runtime IK to produce context-sensitive combat outcomes from shared animations.
in a previous post, someone mentioned the physics system in Adrayvia reminds them of Overgrowth (Steam). Good shout 👏.
Any other games come to mind? How strict do you prefer hit validation to be in combat systems?