I’m working on an action game inspired by a lot of anime tropes, and a big one is when fighting usually very large enemies the characters will run up the enemy to get closer to attack. Or while the character is falling/flying and a volley of missiles or falling pieces of ground are shot at them and they avoid or jump between them to get closer as well.
I’ve attached an example of what I’m talking about from the Precure series.
There are a lot of tutorials on how to do Shadow of the Colossus style climbing, but that’s not quite what I’m looking for. And I really want to avoid any sort of quick time event.
I really have no idea how to even start to approach trying this. Does anyone have any suggestions on how I could try? I’m open to any idea’s.
Geez, there’s so many ways you can do this, but it depends on how you want to implement it.
Is it supposed to be a transition/cutscene, or seamless where the player has control of the character?
A transition/cutscene can be triggered by a satisfied condition and initiated by a LEVEL SEQUENCE.
If it’s seamless, this is considerably more complicated.
You can attach a landscape or plane to the giant character that the player can traverse, ensuring that gravity always points opposite the player’s LOCAL Z DIRECTION.
Hey there @trwhitsett! Welcome back to the community! Generally when I want one actor to stay attached and move along another actor, I’ll be implementing basically the same climbing systems but more horizontally focused. The climbing portion is just an animation (in many cases without physical animation) and can be replaced by for example the running across points. Otherwise with extremely massive actors you can get away with platforms but the pawn won’t “stick” to them unless you implement a point to point system similar to the climbing systems.