2024-12-03 Punching only above the waist

Published: Tue 03 December 2024
By Ibb

In MorCol.

Finally back after a bad bout of depression and reluctance to work on animations. I've decided, in the interest of actually making progress, that I'm just going to go with unpolished animations for now, so I can get some actual gameplay prioritized.

As part of that, I've stripped out the crouching, sliding, and loping animations. I may eventually add these back in, but I'd rather focus on gameplay-related animations first and I don't need any of those for the movement tech I'll be using (namely, boost-jumping and jet-dodging).

I also added in some very basic punching animations to go with the first weapon type (working name Shieldor) and something to punch! Hitting the center of the target gives a higher value than hitting the edge, as a test to see if I could figure that out. Amusingly, that was one of the easier things to implement this time.

The one which gave me the most trouble was implementing transitory hitboxes. For some reason, I couldn't get the hitboxes to be on during the hitting part of the animation and off at other times. It turns out that hour-long bug hunt was because I had used property-filters in part of the AnimationTree BlendTree pieces. I used them because not using them resulted in some oddities with the unanimated parts reverting to a RESET animation that's necessary but also looks ugly. I fixed it by just adding the "disable this hitbox" properties to the filters. Hooray for causing my own problems by being too clever...

Here's a gif showing off the attacks and also the fact that you have to holster your weapon (default binding: H) before you can run. There will eventually be an uninterruptible animation for holstering/unholstering a la Monster Hunter, but it's currently instantaneous.

weapon animations

Next time, I plan on making the walking paths a bit more interesting and adding some jumping. This is in preparation for tackling the next big hurdle: slopes.

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