The most complicated part of the job was designing a clear and simple system for synchronizing and aligning attack animations with enemy reactions, sounds and particle effects. To achieve the goal I used the power of the Tweens.
The second most complicated and most important part in video games was designing an AI using an FSM. I tried to limit attack chaos and enemy overlap by using a Combat Coordinator. Only the 2 closest enemies can attack at the same time and only if they have an unobstructed line of sight. If you are interested I can recommend a couple of video conferences on youtube on AI in video games.
Wishlist:
Add a baseball bat, pipe and machete as melee weapons.
Camera-Shake
I hope you like it, but more important than that, I would like to know what you don’t like or what you would do differently.
Thank you. It is part of a project with several demos. It will take me some time to extract it into a separate project. Unfortunately I have work commitments that will keep me busy for a while, but I would be happy to exchange ideas with you and explore new solutions. What aspects of the demo are you interested in?
Here’s a short video showing the finished version of the Plague Spore enemy that I shared in last month’s thread.
I gave it some combat abilities so it can fight both ranged and melee players. By itself, the Plague Spore is not too challenging to fight, and it will mostly be found in areas where other enemies spawn to assist them. So next, I will be working on some combat AI for a rat enemy so I can have hordes of rats behave in a way that pairs well with the Plague Spore to create a more challenging battle, and I’m hoping to post another video showing that soon.
But for now here is a lone Plague Spore in action. Still some polishing to be done, but its basic combat mechanics are all done:
the only criticism from me is “why you still didnt match walk animation to walk speed and fix it a little”
It would make huge visual difference. belive me. I remember someone earlier already mention this.