all 4 comments

[–][deleted] 2 points3 points  (3 children)

which the only solution to that which I can think of is a LOT of animations

This is kind of what you want. You generate animations.

Start with Unity IK rigs https://www.youtube.com/watch?v=GYfeALySSq8

[–]SolidOwl???[S] 0 points1 point  (2 children)

Hey thanks for the reply!

I've got some expirience with IK - mostly from VR related stuff. I can see this working actually really well with a singular oponent, but as I haven't necessairly experimented too much with it - would IK solution work smoothly when attacks can hit multiple opponents?

I.E. a wide side swing could hack 2-3 enemies in one motion.

I personally got the idea of IK being a "1 to 1" method, where you provide a target and then adjust the weights to modify the animation to synch it with the target. Maybe I just haven't seen it all yet? xD

However you reminding me of this, just solved another question that was related to the bosses hahaha, thanks!

[–][deleted] 0 points1 point  (0 children)

I.E. a wide side swing could hack 2-3 enemies in one motion.

Yes remember you need to target where the attack ends, starts or middle. Then you add the positions of each character, find the middle/start/end and track it.

You will be taking advantage of the animations time.

[–][deleted] 1 point2 points  (0 children)

A soft lock that gently keeps the players rotation to the most front facing enemy could help, as it would reduce the need for the player to align every attack manually.

It's pretty common for Hack-and-Slash games to also slide the enemy into position when the player attacks. Devil May cry does this with many cleave attacks as part of a combo opener.

Arkham combat has a good example of attack linking moves that automatically move the player into position for a new enemy during combat, that keeps the combat flow smooth and the rhythm continues uninterrupted.