I’ve haven’t made too much progress on my project over the last little while because of classes starting :( But I’m finally devlogging some of the changes I’ve made over the last week or so.
First, I refactored the combat system for the possibly the 4rd or 5th time since first starting the project (almost a year ago now!)
This time around, I implemented an upwards and downwards attack, as well as better implementing the lunge attack. I also switched the attack logic to be partly animation-driven rather than coroutine-driven like it was before. Attack damage is now properly synced to the attack animation, and the weird state bugs I was having before are basically gone.
Some parts of the new system still feel a little buggy, but overall I think the attack system is much better now.
The second major thing I did was finishing implementing the pathfinding of one of the first “real” enemies (the crawler guys I already have don’t really count).
The new enemy now tracks the player correctly. If no player is in range, it will pace back and forth and pause occasionally. It has ledge and wall detection. If the player is in attack range, it will attempt to attack the player.
Currently the enemy code architecture isn’t structured very well, but I’m kinda rushing to quickly wrap up this stage of the project so I can ship soon!
Now I just gotta polish the game a bit over the next couple days/weeks and then it should be ready to ship!
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