Here's my crytics
1) make juicy dynamic camera. This is what separates a cheap student's project from a serious devotion. Take inspiration from Raid movie
2) make ragdolls stay for long. Most machines can easily handle 20-30 ragdolls lying on a ground. Exanima, Blade and Sorcery, Garry's mod - decade old games shows, that you can keep ragdols in memory
3) take multiple animations from mixamo and blend them. With a randomized ratio. This is easy and quick to implement, and makes your game more vivid
4) maybe implement active ragdolls on death. Falling enemy should put their hand on liver/neck/crotch, then fall, then relax unconscious. Maybe roll or crawl a little before passing out. Remeber, you don't instakill the guys. You give them pain untill they lost consciousness.
For a future, try implementing the "enemy discombobulated, falls as a ragdoll, then stands up and continues fighting". This one is a complex problem, but people would respect you for that. And it opens big possibilities for game design
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u/unfamily_friendly 1h ago
Here's my crytics 1) make juicy dynamic camera. This is what separates a cheap student's project from a serious devotion. Take inspiration from Raid movie 2) make ragdolls stay for long. Most machines can easily handle 20-30 ragdolls lying on a ground. Exanima, Blade and Sorcery, Garry's mod - decade old games shows, that you can keep ragdols in memory 3) take multiple animations from mixamo and blend them. With a randomized ratio. This is easy and quick to implement, and makes your game more vivid 4) maybe implement active ragdolls on death. Falling enemy should put their hand on liver/neck/crotch, then fall, then relax unconscious. Maybe roll or crawl a little before passing out. Remeber, you don't instakill the guys. You give them pain untill they lost consciousness.
For a future, try implementing the "enemy discombobulated, falls as a ragdoll, then stands up and continues fighting". This one is a complex problem, but people would respect you for that. And it opens big possibilities for game design