Thomas Robertson - Towards a New Understanding of Procedural Super Attacks
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Fireballs. Super attacks. Fatalities. Summons. Limit breaks.
Whatever you want to call them, some videogame attacks are more complex than a simple punch or kick. And some games have ridiculous amounts of super attacks, each carefully choreographed, using sounds, music, particles, animations, and anything else the game engine can possibly display. We know that all this content was created by loads of hard-working developers working insane hours.
So can't we procedurally generate them?
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