I basically finished off the behavior of the first enemy. I still don’t have the interaction in for the player ground slam attack but will do that next dev session which will be either Thursday or Friday.
I gotta say I am definitely loving this new way of working only 1 to 2 hours in one night. Then I take 1 to 2 nights completely off from gamedev doing nothing. It makes it so when I return to work on the game my mind is fresh and I can make good progress quickly. And I am not feeling burnt out in the least. Great stuff! :)
I updated the EnemyManager so it sends out enemies from both sides of the screen now. Since the idea is this combat piece will end up as its own standalone game. Same as the platformer piece will end up as its own standalone game when I eventually get to that.
Anyway… here is the first enemy. I’ll need to decrease the health of this enemy because this is supposed to be a relatively weak enemy and it takes too many hits to put it down for the count.
There is some randomness on how the enemy recovers from a knockdown. It may simply stand up idle for a tiny bit. It may stand up & immediately retreat (which you will see sometimes I miss it due to this). It may stand up and immediately attack. This makes the combat much more dynamic. That bit of unpredictability. I love controlled randomness. :)
Overall, this is coming along well. I am happy with it. It’s actually fun battling with these enemies.
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