(note: I have combined the mouse button 1 and 2 lists and their left or right effects to make this post less cluttered. The melee weapons listed are not necessarily weapons that will be or should be in the game, just ones that serve as examples for a variety of different types of melees.)
Tap Mouse Button 1/2
Sword: diagonal cut down from left/right side
Nunchucks: diagonal swing down from left/right side
Fists: left/right hook
Shield: bash shield forward
Hold Mouse Button 1/2
Sword: hold an extended guard angled toward the left/right
Nunchucks: continuously swing nunchucks through a figure 8 motion on left/right side
Fists: keep left/right fist held up in a defensive posture
Shield: hold out shield to protect left/right side
Tap Mouse Button 3
Sword: perform a thrust
Nunchucks: swing down with more of the body for greater power and reach
Fists: push away
Shield: strike with the rim
Hold Mouse Button 3?
Sword: throw sword
Nunchucks: throw Nunchucks
Fists: Initiate grappling?
Shield: throw shield
When dual wielding, mouse buttons 1 and 3 are reserved for the dominant hand and mouse button 2 is reserved for the nondominant hand.
Player stances should not only impact, height, speed, and detectability, but also reach, recoil, knockback and stamina regen.
melee attacks should not just be hit scans, but should have hit paths which can be blocked by other weapons (or if a good physics based melee system is possible that would be cool, but I’m doubtful a good physics based melee system can be created with a reasonable amount of dev time and a minimal impact on performance.)
If grappling/takedowns/assassinations/whatever were to be implemented, here is how I would prefer them to be implemented.
- You have to be extremely close to your target to initiate grappling.
- No QTEs should be involved for either player; in the animation the person being assaulted should always attempt to defend themself.
- Which player is victorious in the grappling should be decided by their levels in relevant skills, their equipped weapons, which way they’re facing, and their relevant stats.
- The effects of grappling depend on what items the victor has equipped. If a player only has bare hands, he might knock his opponent to the ground, disarm them, and do the damage of a few punches, but if the victor is holding a knife he delivers a potentially fatal knife wound.
- Grappling against ordinary unarmed zombies from behind should serve as a relatively safe way to train grappling skills, but when grappling with them face to face the player risks being bitten.
An example of a worst case scenario could be that a character has no skill in grappling, is facing the wrong direction, is wearing no armor, and has both hands occupied by a long heavy musket. An example of a best case scenario would be that a character has high a skill level in grappling, is facing their opponent, is wearing protective, yet unrestrictive armor, and has knives in both hands.