Combo Animaton System

A new thread has been made here for the submission to the asset store. All future updates will be posted there!!!

Just looking for feedback on a system I’ve been making.
Inspired by the control schemes of games like DmC, Dynasty Warriors, and Ninja Gaiden.
I’ve posted something using this system awhile back but never really showed the system itself.

I tried to make a system that would easily be reusable. It doesn’t provide any hit detection or anything. It’s purely for chaining animations together.

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Just a little update, I’ve implemented an attack speed variable. At the moment it does every attack at the speed specified.

Would still love to hear some suggestions on features! I’m wanting to implement a new node type next. Maybe a direction based node?

Looks really good, clean implementation.

I made something similar a while back in Unreal but I never really managed to get a good balance between high quality root motion attacks but not blocking the players movement for too long!

I’ve found one of the best methods for this is a weird mix between root motion movement and coded movement. It allows the character to move a little before the animation ends but it’s just late enough that you can’t really tell that the movement animations haven’t started yet.

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Smole Update
I don’t know why I didn’t add it before. A critical feature, I believe, is a delay timer between combos. So I made the addition. I’ve also changed events to 3 different events that can be called. OnStart, OnContinue,and OnEnd.

I just wanna update this thread to say I’ve officially submitted CAS to the Asset Store. Still pending review but the new thread is here .

For anyone who comes across this thread from a search engine and wonders what happened to it.