I'm after some ideas/suggestions on two things (I tried searching the site). Context is turn-based RPG: acting out a combat sequence, i.e. executing an attack.
1. Damage indicator at certain point in a weapon's (e.g. sword) swing
This would be when Attacker swings weapon and mid-swing a damage indicator is produced (e.g. particles, floating amount "56") and the swing continues until end of animation sequence.
I was thinking of either manually running through the animseq and showing damage at certain frame (requires storing that specific frame number for every animseq); or splitting animation into two sequences, playing first, showing damage and playing second.
2. Weapon trail
Pretty common in games, that "whoosh" trail which follows a weapon's swing. Really not sure how to make this.
They often appear to be an arc of tris or quads. Perhaps I could check the position of the Attacker's hand joint at certain intervals and then place a sprite between current position and previous position?
1. Damage indicator at certain point in a weapon's (e.g. sword) swing
This would be when Attacker swings weapon and mid-swing a damage indicator is produced (e.g. particles, floating amount "56") and the swing continues until end of animation sequence.
I was thinking of either manually running through the animseq and showing damage at certain frame (requires storing that specific frame number for every animseq); or splitting animation into two sequences, playing first, showing damage and playing second.
2. Weapon trail
Pretty common in games, that "whoosh" trail which follows a weapon's swing. Really not sure how to make this.
They often appear to be an arc of tris or quads. Perhaps I could check the position of the Attacker's hand joint at certain intervals and then place a sprite between current position and previous position?