Creating new animations and combo moves for Twilight Punkster takes effort. They only “work” well in a game in orchestration. Testing reaction, collision, dodge and counter actions require a human eye to make sure they live up to the quality standard.
Taking a step backward from a flying kick with enough space to perform a counter attack
Make sure that the enemy or the player animation blend to the right kind of animation based on the hit - quite a challenge with a high velocity tornado spinning kick
or worse - when two successful attacks are equally applying force to push back for that overdramatic martial arts experience you’ve seen in the movies, do not end up in some screen tomato sauce
More to come! Want to support the development? Help out by following Twilight Punkster here on GameJolt, give a like on the official Facebook Page and show some love on the Twitter feed!
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