First Addition - Basic Attack Combo
- Roland Thomas

- Aug 22, 2023
- 1 min read
Updated: Nov 16, 2023
I have decided to focus on the more combat-specific parts of my game first, as I believe they will require possibly the most work, implementing the different movesets, the required animations & sfx, and the functionalities of all of them.
Using the Third Person Character as a base, I will create child blueprints of it, for my Hero and my Villain. That way I will implement a base control scheme, and the specific movesets/animations, etc will be applied on the child level.
To begin with I will implement what is needed, focussing on the Hero-specific moveset so that they work, before working on the Villain.
Each character will have a set of repeatable basic melee attacks, as well as special attacks, which will have cooldowns.
The melee attacks for the hero will be a three-hit combo, I will use a similar blueprint setup that I used in a previous project for this.
To summarise how it works, an animation counter is used to select which attack the player makes, and is incremented after each attack, looping between 0-2. When the player starts the first attack, they will have a set window of time (set to 2 seconds currently) to continue the combo. If the player presses the attack command during the attack animation, but before a set 'reset' AnimNotify is called in the attack animation, it will queue up the next attack, and run once the animation reaches the 'reset' point.



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