Posted October 30, 2020 by Balthius
I've added a separate blendtree for attacking, simple 3 frame animation but it does it's job. in the future I'll probably tie the animation duration (and ability to move again) to the animations themselves. but I need to make sure that there's a failsafe for if an animation gets cancelled halfway through
Also implemented is a basic enemy, the ability for that enemy to follow AND a better naming scheme for sprites so that hopefully they can all be programmatically swapped out with relative ease
For the time being only the Player will have 8-direction actions. since I need them to have that clarity but Im not as worried about it for enemies.