Animation-based combat

I was able to get the parkour elements for this game done and over with fairly quickly because it only really needs the wall-running. I still have yet to play an animation for both sides of the wall, but it works fine other than that.

However, doing the combat as I intended seems to be a bit on the difficult side. Shooting is easy enough to do, but setting up a melee combat system relies on animations and collision detection. As a result, I've taken longer than I thought to even get something into the game. I've downloaded animations from Mixamo to act as placeholders to facilitate the creation of melee attacks. It's still gonna take a while to actually do anything with them though.

11 views0 comments

Recent Posts

See All

Splash! Dev Log 23

I haven't posted an update in a while, but I have been doing work on the game on some days. Most updates at this point would have been much of the same, as I was really just making new levels using th

Perfect TCG Starter Decks Released!

You can now buy all three starter decks for Perfect TCG on The Game Crafter, links are available on the page linked below. VoidLance is also planning to get them in stores, as well as the first booste

Splash! Dev Log 22

I decided to implement a little more danger for level 9 and beyond, in the form of a spike trap to kill the player whenever they touch it. The initial thought was to use it to limit the height of the



  • Facebook

©2017 by VoidLance.

VoidLance™ says: Please do not attempt to download any content for free. It is not okay.