I have created 2 prototypes which have been fairly successful in identifying the feel of the game I want, and both of these have different animation techniques.
The one in question is the skeletal animation. My problem is this: I don't have depth.
Perhaps the player would swing his sword, causing foreshortening in both his arms and sword. With a sprite, I cant show depth like that. How would this be handled?
The only way I could think of is replacing the mesh when necessary. Is there another way? The reason I don't want to use sprites is because they aren't very flexible, and 3D modeling takes a lot of skill which I don't have, and a lot of time. If this problem has been tackled in another game, please do point me to it, as I would also like to see how it looks in a finished product.