The last area I'd like to play around with before my mini-release is the battle system.
I'd like to ask if these changes to the battle system are possible and what the best way to approach them would be.
A few of them I've seen discussed in the forum already, but maybe some new developments happened in the last years.
![Arrow :arrow:](./images/smilies/icon_arrow.gif)
Basically Eye of the Beholder-style combat. The underlying attack method would probably be the same for all weapons, so they only attack with their standard attack power, modified by strength.
![Arrow :arrow:](./images/smilies/icon_arrow.gif)
After pressing the action button, I'd like an attack graphic (or animation) to be displayed in the viewport, depending on the weapon category used.
Imagine something called gfx.sword_swoosh or gfx.mace_whoomp
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Arrow :arrow:](./images/smilies/icon_arrow.gif)
After the monster got hit, it'd be great if it went into a brief 'ouch' pose, with the damage numbers displayed on top of it (not above the action buttons).
![Arrow :arrow:](./images/smilies/icon_arrow.gif)
An indication before the monster's attack would be great (to enable players to evade better), preferably with a custom duration.
![Arrow :arrow:](./images/smilies/icon_arrow.gif)
I'd like to modify the attack in a way that almost never misses, or at least very seldomly. So far, I have maxed out luck, but I still feel like I miss quite often.
I have a few more, but these are the most important ones.
Thanks a lot!