I began by refining more of the animation, the 360 movement when strafing. Lots and lots of new animations, going all the ways from diagonal back to front. I simplified the jumping animation by only using two different ones now, but there’s a run animation if you jump while moving. The animation state machine is getting more layered. Might be more to add there later, for now I’m still learning the ropes of using animation and logic. I put a small boss in my testing area so it’s easier to see what I’m working with and it’s a more controlled environment.
When I did research on how to do a melee system for the engine I saw that people were using Paragon characters as their example. Lucky for me I had Crunch, a free character in my project so I was able to analyze the logic for his attacks and use that for my melee. I started with kicks, then I tried punches, then I went back to kicks. Punches are easier to work with, but they’re kinda boring and lack range. At least kicks have some range. I used the exact same method for doing damage that the boss does to the player, using separate logic for the left and right foot. There’s tons to fix, but it’s up and running at least you can kick the boss.
So far the kicks I found are straight attacks, I’d prefer sweeping kicks so it’s easier to hit. Much to do, much to do.









