I’m looking for realizing my dream of making a crazy game that got the best from legendary games like Ninja Gaiden and Devil May Cry series.
In those you will find stuff like:
- Dante being upside-down in the air & spinning at high speed
- Ryu jumping into the air, tilting 45-90 degrees and doing a tilted tornado spin attack rotating as high speed
To make things a bit more complicated; there is cancelling allowing you to go to block-state from attack states & you can get hit by an enemy taking you to massive-knockback-state or inPain-state
I have started to get an understanding of where to begin, gathering some knowledge from other threads:
Using-animation-BP-state-machine-for-implementing-a-combo-system
Advice-on-how-to-make-a-freely-rotating-and-jumping-character
So the extra tools at hand is setting up variable-curves & notifies in animations to apply extra modifiers in my C++ Character Controller & use state machines to handle the blending.
Given this, then what should I do in Cinema4D (3d modelling & animation program), Persona (setting up curves & notifies as input to C++) and C++ character controller (applying a extra transformation to the mesh-model).
Currently I’m thinking about doing the posing in Cinema4D, trigger rotations by using Persona, and have some modifiers running in C++ inside my character-controller.
The downside as I see it, is that I need to be playing the game to view the animation results, making me almost want to make my own animation editor running in-game.
So, does anyone have any ideas or feedback on this?