01-24-2019, 06:05 AM
Ahhh, more work on the Lycan ABS continues...
While in a preliminary stage, I have begun work on the creation of a new optional delay system which could be used to create 'chanting' styled animations. For those who don't know what I am talking about, there will be three types of delay systems in the Lycan ABS whereby most other ABSs have only one: They are as follows
Right now, I have a preliminary version of the Chanting/Stance delay system functioning for the Player. For now, it is performing the attack animation during both the 'Chanting/Stance' delay as well as when the player is actively attacking... So it's weird to see Jane pull a gun... and then pull a gun a second time to fire. But it IS working.
For the Stance animations, I just need to craft a new form of 'Stance' pose for attacks much like how I have a pose option for each weapon attack. Optionally, i might use a 'nil' value within just to skip the Stance animation. Not every attack will have it. Heck, most attacks might not at all.
Still, it is currently being worked on just for the player system right now. But before I began working on it, I did some preliminary re-study of my system to find where these systems need to be placed, not only within the player code but also within the enemy and companion system code. And where I have it within the Player code, it works like a dream.
Then after that... status ailments that can affect the duration OF the Stance animations... Mwahahaha!!!
Jane with the gun (>^_^)>+- - - - *Pew Pew Pew!!!!*
While in a preliminary stage, I have begun work on the creation of a new optional delay system which could be used to create 'chanting' styled animations. For those who don't know what I am talking about, there will be three types of delay systems in the Lycan ABS whereby most other ABSs have only one: They are as follows
- The Button Mash: (Already Present) Typically a system that prevents the player from repeatedly pressing the Attack key super-rapidly like a machine gun. This is in most all ABSs.
- Action Animation: (Already Present) When the player/enemy/whatever attacks, the character swings his sword or whatnot. This 'Action Animation' delay just lets you determine when the actual 'HIT' takes place, either instantly after the Attack keys is pressed or after a few frames of animation so the sword appears to have been swung.
- Chanting/Stance: (In the works!) This is an optional delay system. Once the player presses the attack key, it MAY play out a special action stance such as a chanting pose for X frames of animation before actually performing an attack.
Right now, I have a preliminary version of the Chanting/Stance delay system functioning for the Player. For now, it is performing the attack animation during both the 'Chanting/Stance' delay as well as when the player is actively attacking... So it's weird to see Jane pull a gun... and then pull a gun a second time to fire. But it IS working.
For the Stance animations, I just need to craft a new form of 'Stance' pose for attacks much like how I have a pose option for each weapon attack. Optionally, i might use a 'nil' value within just to skip the Stance animation. Not every attack will have it. Heck, most attacks might not at all.
Still, it is currently being worked on just for the player system right now. But before I began working on it, I did some preliminary re-study of my system to find where these systems need to be placed, not only within the player code but also within the enemy and companion system code. And where I have it within the Player code, it works like a dream.
Then after that... status ailments that can affect the duration OF the Stance animations... Mwahahaha!!!
Jane with the gun (>^_^)>+- - - - *Pew Pew Pew!!!!*