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Flow: Last Origins
Technical highlights
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Inventory UI that interacts with a runtime animation override system using Unity Mechanim
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Custom physics to handle dynamic combo sequences such as Knock Up and Air Stall
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Custom input system powered by FSM and State Machine Behaviors to control a dynamic crossfade transition algorithm
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Adjustable root motion animation
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Extendable Scriptable Object based Hit Box system that allows options for parameters such as Knock Up, Knock Back, and Attack Range to influence physics calculations
Unity, Adobe Photoshop, Adobe Illustrator, FL Studio
COMBAT PHYSICS
COMBOS AND STATE MACHINE BEHAVIORS
AI
Finite State Machine System
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