Melee combat combo system
by Marcus Araujo · in Torque Game Engine · 03/18/2008 (7:27 am) · 0 replies
Hi,
We are working in a combo system for the melee resource.
To simplify, we think in a system that, when the player attacks, the character stop to moving and start the
combo sequence. Thus, we don't need to care about if the player is running, walking or stopped (like GTA Vice City,
if you are running and you punch, your character stop to running and starts the sequence) and we don't need to work
with blend animations. Each attack animation is a separated .DSQ.
To make the combo more realistic, the character moves (in a constante speed) when the sequence starts. So, he
attack and walk forward, pushing the enemy back. The attack animations include the legs movements.
So, our main dificulty is to make sure that the combo animations will be played one immediately
after other. I try to make it, but, between two combo attacks my character return to the root animation. How to fix this?
Thnk u,
We are working in a combo system for the melee resource.
To simplify, we think in a system that, when the player attacks, the character stop to moving and start the
combo sequence. Thus, we don't need to care about if the player is running, walking or stopped (like GTA Vice City,
if you are running and you punch, your character stop to running and starts the sequence) and we don't need to work
with blend animations. Each attack animation is a separated .DSQ.
To make the combo more realistic, the character moves (in a constante speed) when the sequence starts. So, he
attack and walk forward, pushing the enemy back. The attack animations include the legs movements.
So, our main dificulty is to make sure that the combo animations will be played one immediately
after other. I try to make it, but, between two combo attacks my character return to the root animation. How to fix this?
Thnk u,
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