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Please ignore all of the other nonsense that is currently in this level as it is my go to level for testing various player mechanics :). Let us know what you think!
For those interested in how the combat system was created, there is nothing super complex here; the system is composed of only a few things: -A couple transition animations -A couple swing animations -A front flip animation -A ribbon particle effect to make the swing have that cool visual effect -Animation notifications which tell when the swing particle effect should start and stop -A launch character node for the front flip animation -Some trigger box's attached via sockets to indicate if the wings hit an enemy (in this case the enemy being a floating cube)
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AuthorOur genius Reky Studios blogger extraordinaire, mmmmGoodDinner. Archives
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