Even enemies have the same flinch, but I think imps recoil harder for harder attacks or maybe I am seeing things.I've wanted variations on this and the damage animations. given the size and force of some of the attacks, barely flinching seems a bit off, even if it is for low damage.
As far as death animations, synchonized dying looks silly. In a perfect scenario there should be different ones based on how hard the last hit was, but even just changes in how we fall or collapse would be a welcome sight.



nah, the flinch is there for imps and you are right, it does change, the full animation only takes place for attacks that take about a third of hp or more(you would see a boss imp would nudge only a little from your attacks, but a low level imp would be reeling from the 1-2 hits it would take before going down. likewise with player characters) course this is why for large enemies or bosses with their loads of hp all you will ever see is something akin to fidgeting as we attack, even for our largest attacks(Nidhogg is a good example of this). That same thing occurs to us when we take minor damage, regards of if its a bee sting, a beastman spear or a magitek cannon blast to the face. I'm not a fan of it.
Last edited by Kallera; 08-23-2016 at 05:19 AM.



Rather than every race getting their own KO animation why not just add a couple of new ones for all races to use at random? All we need is some added variety and this would be easier than making unique ones for each race.
Ragdoll effects and explosion physics. Nuff said.
Reminds me of rag doll Lara Croft and swan-diving off the highest point possible.




While I do agree, I prefer to be on this side of the KO status:
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