Prepping for COMBAT in a Zelda inspired Game | Devlog #2 (Weapons, Inventory & Animations)

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Last time I got the movement system into place but this time it's time to introduce weapons spawning, drawing and the basis for weapon skills. I introduced a asset loader using addressable, a series of inventory and interaction scripts so that weapons can be spawned in and picked up by the player. These pick ups contain a weapon class that stores skill information that then triggers the correct animations when drawing and attacking, a long with combo information on these states to control further input for attack chains. ā™« Music ā™« Dark World (Zelda A Link to the Past) - Consouls https://youtu.be/v-chd-vsPNc Kakariko Village (Zelda A Link to the Past) - Consouls https://youtu.be/1m8svLc862g Lost Woods (Zelda Ocarina of Time) - Consouls https://youtu.be/jSCWXO1o2EE Shop (Zelda Ocarina of Time) - Consouls https://youtu.be/1nHZaVKNVtk šŸ•® Chapters šŸ•® 00:00 Introduction 01:09 Asset Loading 03:59 Weapon Drawing 06:47 Weapon Skills & Animations 09:53 Comments & Thank you Patreon: https://www.patreon.com/Facepalme Streaming Channel: https://www.youtube.com/channel/UCzOluuJezYEM1wP4Kd0EPhg
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Prepping for COMBAT in a Zelda inspired Game | Devlog #2 (Weapons, Inventory & Animations)