UNDERWATER COMBAT MODULE

I Implemented a complete combat system in underwater by adding 3 new state machines, dedicated for attack sequences, blocking behaviors and evasion behaviors, several checks were redirected in the behavior graph to allow for these behaviors to trigger using the in game’s default action events

This allows havok based behavior games to bypass any limitation to attack and perform several actions underater and add new behaviors and animations such as attack combos

FULL SPONTANEOUS BEHAVIOR TRANSITIONS IMPLEMENTED IN THE GAME STATE MACHINE

The extended nodes in the illustration show new child states in the game’s master state machine.

All these nodes contain transition data and code that also utilizes default event triggers that the game engine already contains.

Rootmotion animations to add to these values were also created to create this underwater system

20 brand new animations including combo sequences and idles