My method so far has always been starting with the small and working my way up. At the moment I’m focusing on picking apart and refining what systems I have and making sure everything works well together. I added better hit reaction for the player. So if the player gets hit from the front, left, or right then they will react appropriately. With this I had to make sure the boss/enemy’s attack also indicates which direction it is coming from so I used notifies in the animation. Basically I went through all his attacks and added markers to which ones were left, right and front. It was faster than I thought, and the results are great. The reactions are more dynamic giving the hits more weight and the character more life.
I believe I fixed the bug of the melee attacks not registering on the enemy, but that may become an issue again if I didn’t actually address the original problem. I added block logic to the boss so that it also blocks in some cases. And with every new mechanic there comes more functions to fix. I had to make sure the animation was playing correctly when it was supposed to block and when it wasn’t. A big issue was the boss blocking even when it was attacking, I fixed it by making sure the actions could not overlap. And another issue was the boss doing the block animation when he was dead. I just made sure that when the animation got the death “message” it would stop blocking.
The floor of the arena was too shiny for my liking. I put a less reflective material for now. Besides that I fixed the logic of the healing, making sure it never went above the max health. Previously I had hard coded the number instead of simply putting the variable for the max health.
Next features will probably include more dynamic attacks, if coming out of a sprint, grappling the boss, or something else interesting.






