
PixelCoder @PixelCoder
NPCs are now coming, prepare and execute an attack animation and switch out again. Next up: Executing the defense action of the player to defend - or failing and taking damage.
Testing out spicing up the combat.
Attacks need to be timed now and can fail (or crit). For NPC attacks, I want to add something similar.
Do you think this is going to work?
Cornering the NPC to hit him with a stick is a bit mean - he's obviously afraid of me doing that. I will improve their avoidance algorithm.
With pixelart, any 1 pixel jitter is looking bad. So I am trying to get those guys moving somewhat more stable. It's not that easy, but I think this should do. For now.
River collisions work - though it's quite jittery when the characters are pushed back. Using a signed distance field to determine the direction of pushing them out. I probably need now also an actual navigation system for the NPCs😬
There are falling tree leafs now (it's autumn😅)
And the bridge has some guard rails now (which will be important later on). But sadly, the stream, bridge and guardrails don't impress the NPCs and player much... Just another thing I need to handle ðŸ«
Not yet fighting back but getting there: Only one of the group is engaging and they swap out when being hit.
The NPCs are no longer sitting ducks. But they need to learn now to put up a fight.
"i have come here to chew bubblegum and kick ... ... and i'm all out of bubblegum"
... and there's been a lot of kicking today due to writing and testing the code...






