Update: Enemy Threat Modification + Camera Feedback
More alterations.
Initially I wanted to try and time this for a halloween project, but in all honestly that probably wasn't going to happen considering that thought was at the drop of a hat a day before.
This one's adding more juiciness to each attack, and an way for the enemy pattern to change in response to your repeated successes.
I made two camera Settings, just to see whether:
* Zooming in and out was a good idea, if the correct zoom and duration values were applied
* Whether Zooming IN or OUT was the correct thing to do to accentuate successful player attack input in the animation.
This is when the camera zooms IN after impact, then eases back to it's default position.
Conversely, this is the camera zoomit OUT, then returning to default.
The other change isn't asimmediately evident, and is more of a background systems change.
Eventually if the threat circles remained constant in their pattern, there'd be no driving force to be cautious. I was given a suggestion to have the enemy react to the player as their performance approached a cosnsistent level.
The first thing that came to mind was "Aiming" at the player whenever they successfully managed to proc this state. For the sake of brevity, I'll call it an enrage counter. Punch the target enough times, and it'll reorient the threat zones towards you after your attack, then continue to animate as normal.
Files
Steel Circle
ARPG Circle strafing taken to the next logical extreme.
More posts
- Update: Unlock systemApr 22, 2020
- Update: Upgrads and Persistent StatsApr 15, 2020
- Update: Experimental 3D Asset integrationApr 06, 2020
- Update: Expanded Attack Result State feedbackApr 02, 2020
- [Update] Sound, Menus, and Asset UpdatesApr 01, 2020
- Update: Entity Attributes, UI, and Dynamic SpawningMar 26, 2020
Leave a comment
Log in with itch.io to leave a comment.