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Implementing Dodge Roll Mechanic - Logic #8

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CarrotKutay opened this issue May 23, 2020 · 2 comments
Open
1 of 2 tasks

Implementing Dodge Roll Mechanic - Logic #8

CarrotKutay opened this issue May 23, 2020 · 2 comments
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documentation Improvements or additions to documentation enhancement New feature or request

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@CarrotKutay
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CarrotKutay commented May 23, 2020

Add Dodge Roll Mechanic inside PlayerMovementAnimationSystem

The player would ideally need a dodge roll animation which allows for dodging enemy behavior and abilities as indicated in #5

Suggestion

  • Find Dogde animation
    • Can only find forward dodge roll animation for now. Other side dodge animations would simply be animating a side way jump
  • Implement Dodge logic
    • a simple double tap into the direction the player wants to doge (right/left/up/ down) would suffice
@CarrotKutay CarrotKutay added documentation Improvements or additions to documentation enhancement New feature or request labels May 23, 2020
@CarrotKutay CarrotKutay self-assigned this May 23, 2020
@CarrotKutay
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As we only have one animation for rolling forward right now we will have to devise a transition to turn the player before a dodge roll and turn back forward after.

@CarrotKutay
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will probably need to use a custom interaction / action for dodging as the multi tap interaction will only read a double-tap if the key is released after the second tap. This seems unreasonable for this purpose however as it is most likely that the player will want to continue movement into the dodge direction after performing the dodge movement. If the player would need to release the key before he can continue performing input into that direction it would be hindering the game flow quite largely.

CarrotKutay pushed a commit that referenced this issue May 23, 2020
- the key has to be released at the second tap
- animation for doge roll looks very clunky
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