I had an exciting week working on the character controller and combat system. It is not working the way I wanted, but is close enough for now. I will add more features on the next weeks, particularly zoom and mouse left/right orientation of the character.
Implementing damage and weapons was a lot of fun. I found a way to create prefabs and then switch so I can easily switch them at run-time (not yet implemented, but is going to be a breeze to add it). I have also implemented the damage in a way it will permit being used as both as damage and target vulnerabilities. This means that a weapon will do damage in several ways: melee (slash, bludgeon, pierce), magic, elemental (fire, frost, electric, poisons) and nature (acids, bases). Splitting damage in such way will allow for a large variety of weapons with such base stats, also it will ease the implementation (and calculation for damage) of weapon/armor enchantments.
The last video Youtube.com also, illustrate a concept I am trying to maximize: interaction with the world and feedback. This is the reason for dust particles under the golem steps and when he attacks, the sparkles when you hit a rock or a wall. Though it will not provide a benefit for the player, it will nice to be able to interact with the environment and get feedback.
In the video you will see Sara fighting the skeletons (dumb skeletons with no AI :) at this point) and you will hear the sound of metal hitting rock when attacking. This is going to change, right now there is only one sound for damage attached to the weapon. In the future the sound will be particularized to target material, so you will hear the mace or the sword hitting bones, flesh and rock depending of the foe nature: skeleton, human/animal or golem. This raise a funny question: what sound should I use for hitting a water or an air golem (i do plan to use those too)? As I said, lots of fun ahead.