How to build AAA combat under 15 minutes in Godot
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code: https://github.com/Gab-ani/Godot_Universal-Controller-tutorial/tree/episode-3-jumps-and-combat-system
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This is our controller's functionality by the end of the episode: three jumps, three strikes, and a camera.
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The first half of the video is dedicated to the creation of a good jumping action. Aim to always solve the hardest task first.
Jumping
Assets
For me, the hardest thing is to get good assets, especially animations.
- For my jump idea, I used two jump cycle animations from Mixamo. The 'jump in place' I butchered and cut into 'jump start,' 'landing' (in three frames), and a 'mid-state' that I stretch and cycle to get this focused position 'tremor.'
- Then I added a 'sprint and jump' cycle that I also divided into 'jumping up' and 'landing into sprint.'
Time aware



The first trouble we encounter after creating Jump Run Move is how are we supposed to wait till it ends? We need a way to know for how long our state is active. It will benefit all states, so let's modify the Base Class.
- Once switched in, we will mark the time of state activation
- then we can just take the difference between that mark and the current moment.
- I also created a bunch of syntax sugar functions to narrate my code better.
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Step 1

Step 2
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