Gambit37 wrote:Asymmetrical monsters look unconvincing if the side view is the same. How hard would it be to extend monsters so they can have 2 different side views?
Not hard. Consider it added for DSB 0.48.
Gambit37 wrote:Also, would it be possible to add several frames for attack sequences? For example, a creature swings an axe -- you want a few frames for the swinging motion, and then the final hit frame. You also don't want damage done until the final frame. This could mean more strategic gameplay as players could step out of the way just in time? I'm sure this is not an easy addition, but it would be pretty awesome

Attack sequences can be animated, but I have a feeling what you want is something a bit beyond this.. something like being able to offset the display of the attack animation and the actual damage being allocated, right? You're right that this is pretty tricky. Right now, a M_ATTACK_MELEE message causes a monster to both begin its attack sequence and inflict damage. I'd have to create two separate messages and create a relatively sane (i.e., something that doesn't require poking around in the depths of
monster_ai.lua) way to invoke them, so then all you'd have to is send the "Begin Attack Animation" message and a few ticks later send the "Inflict Damage" message. I'll have to think about this...
