Dodge and snap

Small but important updates today. Added more animations for dodges. Had to tweak each one specifically so it went in the proper direction and distance. Updated the original logic for how I set the dodge so it now knows more specifically which direction the player is inputting into the controls. Now there is a distinct dodge for all directions.

Afterwards I worked on adding a simple animation to when the player interactions with objects such as doors or torches. To simplify it even further I made the animation a snapping motion, adding sound and a small particle effect to convey that the character is using the lantern light to affect these objects. This way I don’t have to create a unique animation for everything that is interactable. The only time it is necessary is if it is truly a special object.

Next on the agenda is having the sword interact with objects in the world besides the enemy. I either will add effects to when it hits objects such as walls, or stop the animation entirely when it hits an immovable object. Then I wanna add text to the screen for when you can interact with objects such as doors.

Leave a comment