Releases: TCPHijinks/Unity3D-Advanced-Hack-n-Slash-Template
Releases · TCPHijinks/Unity3D-Advanced-Hack-n-Slash-Template
Advanced Movement and Attacking
- Completed Software Requirement Specification #1.
- Camera now follows the Character player subclass (basic).
- Character is now physics-driven.
- Characters can only move & rotate in the 8 cardinal directions.
- Character knockback system.
- Character's now detecting if grounded.
- Advanced character maneuvering system.
- (Player) Holding "maneuver" increases the jump's height.
- (Player) Releasing "maneuver" during the jump's ascending performs an "air-dash" that launches the character upward in the specified input direction.
- Characters will climb walls if "maneuver" when touching one.
- Characters can now attack w/ Standard Punch or Heavy Kick.
- Attacks can either allow movement & rotation w/ a speed penalty or prevent all movement & rotation using Animator tags & curves for the penalty
- Character "soft-combos" can be easily setup using the Animator.
- Allows basic attack chains w/o any coding required.
- Basic Ranma character model for player testing.
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Attached to this release is the SRS document mentioned as a reference.
First Major Prototype. Driven by ROOT Animation.
Advanced humanoid controller and coming Player and Basic Enemy AI pilots. Advanced movement system with slope handling, dynamic speed based on the environment. In addition to advanced combat with support for attack combos, different attack types, getting stunned when damaged, and death.
It also has an advanced weapons system to allow for the fast creation of very modular weapons with incredibly powerful and modular effects. These effects can be used for anything from armor giving bonus resistances, to a weapon having a bleed effect.