The dance of the fight

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.

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