Diarmuid wrote:So you're killing and respawning monsters with different definitions? Cool idea!
Yes it is
And the best think is that you can improve it to push game experience over the limits:
You can do damage on in script defined cells + show to player "as attack looks", but in script defined as idle animation of monster ( because idle is default anim on spawn(guard)). It means that idle anim replaces attack anim, and damage is distributed through cells.
And now you can imagine 15 meters tall giant hits ground area with his fists or earthquake steps or dragon attacking with claws or jaw or AOE dragon breath
I have finished some part of specification, but I am busy at work in this days, so please be patient (or try to do your own spec in some shared google doc etc)