It was already decided that the functionality of the special attacks was to be allocated to the input from the right mouse button (RMB), as such the process only needed to be blueprinted into the schematics.
The beginning of the process was much the same as the standard attack combo, in that the selected animations were used to create anim montages and set to the body slot within the animation blueprint so that they would fire as intended.
When woven into the blueprint system, the special attacks were made to be dependent on the stage at which the standard combo stood, for example, the character would use a different follow up attack for each of the right mouse button presses after each of the first, second and third attacks in my 'sword and shield' combo.
The exact same is implemented into the secondary weapon, with the exception of there being a different amount of standard attacks in the combo, affecting the amount of special attacks needing to be incorporated into the blueprint.
These special attacks were all later set up to have a negative effect on the stamina bar, which will be detailed in a later blog post.
A few examples of the special attacks as the game currently stands (with Stamina/Energy functionality in place) can be seen below;

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