Deferred Primitive Animations
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This was made to work with actor positions, some of the movement animations, syncing up the camera movement, the palette flashing, all had to be put onto a timeline to deterministically resolve at a given frame.
Now I have a system to add arbitrary rendering to this. Projectile abilities can show a circle flying to the target (left gif), damage numbers can come up as a response to taking damage (right gif), etc, etc. This is the final piece of the puzzle for figuring out what is happening during combat execution :host-joy:
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