Sword & Sorcery replicated movement ?

Hi Everyone, new here !


So I've been slowly building a prototype (im not a coder, im a designer) and iv done tons of research. I figured I can go three ways with building my game. (The artwork and style is already nailed down and mostly finished, here is an example).


I can either go full 2D which was my initial intention, however recently iv been looking into going 3D with the use of adventure creator/play maker and if not that I'll try C# via tutorials on here first, (I understand the basics of code, just im not well versed in it). I have however mostly found the systems, events and animation methods I need to get started and build off of, I have however not found this one thing I NEED and was wondering if anyone knew of a tutorials or place I could get help with on my missing piece to the puzzle. I essentially need The same system replicated which was used in [Sword & Sorcery] (https://en.wikipedia.org/wiki/Superbrothers:_Sword_%26_Sworcery_EP), (amazing game so artistic)


You click to go towards a point, but also avoid the environment around, I think it is based off of a node based system, however its just perfect, the pacing as well. It seems to me that the closer the player object gets towards its final destination there is also the subtle slow down in movement, which is possibly code related (im sure it is). I would also need it to have the animations change at a certain points built in as an part of the code, (an example is when he walks left, then up the animations change, and if the player doesn't move for awhile he turns facing us the player in an idle stance). im just wondering if anyone has made a video on such a feature.

It'd also be helpful if a YouTube coder/content creator could possibly do a mini series on said feature. If people need ideas for videos. The only reason I have switched to 3D is due to not being able to easily replicate something of this calibre, with my 2D artwork, in unity. As something like this is easier to handle in 3D. I would love to stick to my intended vision. Thank you.

If anyone needs to visually see what im talking about here it is below as an example

Video Clip

Posted Jul 31, 2017, 2:56 PM UTC · edited

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