My game is a TPS and I have been putting in rolls and dashes and all kinds of good movements. I’ve been using animations and then launching the character to get my desired effects. My problem, though, is this can get really frustrating when launching your character over bumpy terrain or in the air. If your character gets launched over a bump, he’s gonna go a lot further than you intended, same for any launching in the air.
My question is, instead of trying to use “launch character”, should i just be creating custom root-motion animations that already have my desired dashing and rolling speed/distance/effect? This would make it so every time you use the dash/roll the effect is static whether you are in the air or if you ran over a bump or what not.
I’d like to hear what you guys think are the advantages and disadvantages of the two approaches and which you think is better, or if there’s another technique i don’t know about.
EDIT:
Here’s a video of dashing in Gunz 2 compared to my “rolling” in my own game. The Gunz 2 clip has a “smoothness” that I want to replicate in my movements. When dashing and changing direction in Gunz 2, the dash changes direction with you without fail. When I try to spam my roll and change direction, if I do it fast enough, it’ll just keep rolling without properly adjusting the direction.
In my clip I’m using root motion animations for the rolling, no launching.