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zknack
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« on: April 29, 2009, 03:19:46 PM » |
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So, I have a new concept for an area on my project- More or less a 'run the gauntlet' type area where a player will have to run through a group of enemies that are all dogs chained to pillars (so that they have a limited reach / mobility radius).
Now I'm trying to figure out how best to animate and bring this one into the engine.
My current thoughts are as follows-
#1 Make each pillar the actual 'enemy' * The attack would then be a pre-defined animation for them lunging at the player (or dog bones used to distract them) * *Then the pillar would be attacking as a melee attack more or less.. --Drawbacks: could appear 'stiff', since dog would be just a 'weapon', not sure entirely how to pull it off- but have decent idea. --Advantage: Should be easier.
#2 Keep dog as enemy, create linked chain segments somehow that connect to a rotation point in the game. ---Drawbacks: Would be resource intensive (physics for chain...), not sure at ****all*** how to pull that one off ----- Advantage: Should be more 'natural' appearing, and easier to create a diverse amount of behaviour for the enemy.
Am I missing anything? Any tips about either approach? Advice would be greatly appreciated :-)
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