My take on “RPG Core Combat Creator” – movement mechanics
In the last post I briefly described my experience with RPG Core Combat Creator course from GameDev.tv. This time I would like to focus on my additions to movement mechanics. The basic movement system designed by the tutors relies on Raycasting and Navmeshes. The player clicks a location on walkable terrain. Next the Navmesh Agent on the player’s character tries to find the optimal route to that point. This is an ideal solution for a traditional Action RPG, like Diablo. However, I also wanted to add physical combat model. Physical vs Mathematical combat model Whenever I analyze systems of a game...
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