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  • 1 год назадОпубликованоFair Fight

How to build AAA combat under 15 minutes in Godot

The third episode of character controller tutorial series is separated into two parts. In the first 6 minutes we use our moves system to create almost studio-looking jump action from scraps and learning some important truths about root motion animations and how to deal with them in Godot. The rest 9 minutes are devoted to building a powerful 3d combat system base. The result is highlevel enough for new attacks creation to be not much harder than adding a new animation onto skeleton. It's also weakly coupled enough for different attacks to have editor-controllable, slottable transition logic addons that can be put onto existing attacks without their main logic rewriting. Godot 4 is powerful enough to support 3d games with all those fancy combat stances, parries, blocks and aerial combinations with minimum code, all you need is just to embrace proper nodes usage. We are getting dangerously close to creation of ultimate character core, but even the best core can crumble during interactions with outer world. Adding colliders to your weapons and trying to hit something or to be hit in return bears a risk of quickly turning your character into a signal clew. In the next and probably the last episode we'll add a couple of character resources such as health and stamina and create several usages for them, such as attacking and being attacked. 00:00 preparing assets 00:59 becoming time aware 01:51 midair 03:48 critical movement design flaw and solution 05:19 landings ans jumpless fall 06:15 combat system design 10:44 weapon creation 11 : 31 melee hits and combos logic 12:19 adjusting to pass The Scale exam 13:58 performance inspection 14:50 camera Code and design scheme): Renewed transition table: