This is what I got up to in August:
Placeholder animations for the Assassin
Finished the Assassin UI system, so I now have a system that when triggered goes into slowmo, allows the player to target specific bodyparts of enemies nearby, switch attacks if more than one attack is available, triggers an attack, moves into position, plays an attack animation and does damage to the enemy
All of the above is linked to the skill point chaining that checks how many skill points each attack uses, and updates the UI when highlighted and when used
Also did some work on the Mage, adding a new 'fire lighting' ability and made it so that some attacks can be "rapid-fire" i.e. the game remembers the previous spell cast, and a quick double-click casts it again without the player having to go through the full casting process
All in all I'm pretty happy that the Assassin attack system is almost done, meaning I can start tweaking the timing and animations to get it flowing a bit more nicely.
This month I'm working on the Barbarian, getting his combo system up and running, as well as having a think about level design now that I have most of the players' abilities nailed down.
Tony.
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