Devlog #5


Good evening,
This week, we were able to accomplish a few different key things (in my opinion), such as enemy pathfinding, enemy projectiles, as well as some very well designed buildings for our environment. 

This is a small little screenshot to picture our enemies pathfinding system. The blue area consists of every possible place an enemy can go, whereas the non blue area is where the enemy cannot go. Before we added pathfinding, enemies would not recognize obstacles and would be hard set on running into a wall if the player was on the other side. 

This screenshot shows this idea a little better, showing a blue area for what direction the enemy had to go to reach its "target" which is also shown. The player will naturally be its target, unless it was attacking, to give the player some time to avoid an attack. 
We can see clearly however, the enemy is targeting and moving in the direction of "around the wall," rather than "into the wall."
This will be especially useful when we implement more stealth mechanics, which will allow our enemies to have skillful chases around crowded areas. 



Another small thing we added this week was the skeleton for our enemy projectile system, which derives itself directly from the enemy's current AI for choosing attacks. In the screenshot above, we see a small knife coming from our enemy and hitting the player. Although it's difficult to picture, the projectile is working properly in terms of damaging the player and being avoided by the player. I plan to add a shadow to the projectile, as well as different layers to the projectile script to allow different kinds of throws (more knives, different directions, faster)
This will be shown better in our Instagram video for this week, so keep a lookout. 

I am super happy about this one. The buildings Hen came up with are amazing in my opinion, and I think they'll be a perfect addition to the forest town landscape.


As a lil sneak peek, here's a pic of an animation Hen is working on.

For this coming week, I plan to work on adding our lock on system, as well as starting some new stealth mechanics. We'll also be dropping a video soon (hopefully tomorrow sometime), so keep a look out, 

Thanks for reading, 

-Slem

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