Injury Animations

Underlying these animations is what I’m calling the “unit action” system, which handles actions like attacking, flinching from getting injured, and dying. The player or enemy units can perform an action, queue an action if there’s already one being performed, check what the current action is, and receive callbacks at points in action execution. The actions drive some of the game logic like turning to face the current target, and also drive the animation system and some of the positional transformations like lunging when attacking.

injury animations 3

Author: Miller

Independent video game developer. Formerly Halo, Age of Empires.

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