Enemy is complete: Chomper!
Lot of work, but got it done.
This is the, please avoid, very dangerous, you will die enemy. I haven’t balanced its health yet, and I’m not going to for a while, so it looks like an easy kill in the video.
The weird quirks of this enemy are mostly in its charge attack, that rushes the player. It’s pretty easy to avoid, but once again i haven’t done attack balancing, so it may become harder later. The majority of the enemy works just like the lil guy, so idk read that devlog. But there is two major differences:
LIST: gasp
1.!!!1! : idle stuff
-really just a randomizer
-if enemy is idling, starts a timer, and when it runs out of time, it does one of two things (using a randi() function)
-if the outputs a 1, nothing happens, but if its a 2 it flips the enemy, thas all
-the main reason for this is that since this enemy is so big, making it a tad more animated than the lil guy felt important to me, and also because the detection areas for the big guy are skewed towards the front, so him turning around makes the player sneaking up on him a little less common, it’s generally just for Q-O-l (slang btw) (only cool people understand)
2.!: dash
-dear lord, why was hard so much D:
-Wasn’t actually that difficult, I spent a lot of time trying stuff before realizing I just unleash my inner enginneer and do it step by step ’till it works, which it did.
-first, theres three detection boxes, one for walking towards the player, one for the chomp, and one for dashing, if the player enters the dash-box, a timer will start
-when the timer ends, the charge animation plays, which halfway through, activates a function too add velocity (actual charge part of charge)
-If the enemy hits a wall, player, or box, it stops moving, but in the case of the player it plays a second animation (dash_hit) that looks like a chomp and kills the player if it hits them. Theres another If statement that sets velocity back to 0 when this happens also.
OTHER CHANGES:
-I removed the players health really, I like games that are one shot, because it’s subjectively more fun, I’ll make the player death a little more explosive if I have time. I’ll probably make them have three health but that’ll change when I do attack balancing
-made the lil guys attack timer shorter, makes him more dangerous.
NEXT TIME PLANS:
-hopefully in one day (ima lock in rq)
-gonna add a flying enemy,
-literally just a tad fly, like 5x5 pixels, it’ll look at the player and fire acid that’ll kill you
-i might change the death animation to be more BOOM (IYKWIM) :D
-my goal is too complete the flying guy 100% tomorrow, but I got other stuff to do so we shall see
-also it’ll be nice to not have to do major animating besides literally 6 pixels splaterring
-if extra time, I’ll make a weird egg thing that turns into the fly
THANKS FOR READING!
as always (not really) go make some interesting, and uh learn something new every day please
(P.S I made some changes after I took these videos so it still looks and feels kinda bad but not actually rn)
~Wilfred
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