They include blocking mechanic for player and few mechanics for enemies, like ability to be stunned by blocking and throwed vase and do combo attacks.
Blocking for player costs by them items durability, some attacks can break down your block and make you an easy target.
Every enemy can be stunned with certain conditions, for this test enemy the conditions are blocking and throwed vase.
Enemy comboes are unique for every enemy type, someone can break down your block with heavy attacks, and an other one simply will hit you with fast, but weak attacks
Next up
Hey, I'm still alive and working. Optimazed lots of geometry and AI. Gameplay is too raw for now, so here you are some screenshots :p
Added some new props. Continueing working on the procedural gen (I hope I ll add doors someday...)
Added some rooms and testing stability of generation, but it`s still a lot of work ahead
Long time no see! Since our last meeting I`ve made test AI, which can patrol, go agressive and die. And yeah, it`s finally early gameplay :D Also if you don`t have weapon, feel free to use environment!
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Hey, it`s been a long time since we`ve met last time, I had some thingies irl, so now can work again At "not seeing" time I decieded to change some meshes and overall game style (still with pixelization if you want)
A liiiittle Sunday screenshot :>
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Hey guys, I'm still alive! Great news incoming ''< The shooting system is finished as one of the main game mechanics. By now, I decided to finish base game mechanics and then work with graphics, quests and servants types
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