So this is a bit of a weird conundrum. Basically, I’m trying to make an attack for my sidescroller game functionally like a combination of something like Bayonetta’s Afterburner Kick in Smash Bros and the 8-way dash from celeste. Basically, an advancing attack that can be angled in the 8 sidescroller directions that travels a fixed distance , aka it doesn’t really carry momentum or factor in pre-existing momentum when starting the attack. As such I want to avoid something like Launch Character.
I figured one way to do this would be through animation, using root motion and such, but I’d prefer to not have to create 8 different animations that each move in different directions, I figured i could make one animation then rotate the mesh to allow the root motion to do the motion for me, though that unfortunately only works on the left/right directions.
I guess I’m basically just looking for ideas/suggestions on how to accomplish something like this, I’m rather inexperienced with tying gameplay mechanics to animation so I’d really appreciate the help.