I'm making an ARPG (like Legend of Zelda but with more action), and this question raised during the development:
Should action and animation be coupled? Or should they be independent?
With this I mean, the process of executing an action (eg. Attacking) should be:
- Input
- Start Animation
- Frames 1-3 are transitioning, do nothing
- Frames 4-7 are attack moves, do the attack action during these (searching enemies in front of the character, pick the closest and deal the damage)
- Frames 7-10 are transitioning, do nothing again
- Animation finished, release input again.
This way, it's like the action is triggered by the frames, as events on the animation itself.
If it helps, I'm making the game on an Entity/Component System.
Should it be done this way? Why yes/no? What are the advantages/disadvantages?