Update: Entity Attributes, UI, and Dynamic Spawning
Been a while. I have a lot of trouble keeping a project going if I don't have other team members pushing me for results, it seems.
Anyway!
Changes as of this version:
* All Entities ( Enemy and Player) are now Instantiated in, and registered once they are. Previously the scene was pre-set, and would not support spawning in different entities.
** This also means I could theoretically hook up some multiplayer system, by creating more player instances. Either locally, and I assign different key presses to different characters, or over a network, where they scream out what angle they are to the host client, who does the collision check then tells everyone else what happened.
* We actually use Attributes now. Damage + Health are now configurable per character.
* UI and World Object instances per Entity. The Bodies you see, and the HP Bars you see, aren't really individual objects; rather, they're tied to a nebulous non-physical concept that gets created and stored, who uses the Body and UI to reflect it's current state.
On a whim, I decided to try and make a validator for a "Gun" based attack, using the same logic as the Melee style. While the red area for guns doesn't really make sense visually, it works out mechanically. Gunner is included here, and you'll spawn as him(her?) randomly.
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: Enemy Threat Modification + Camera FeedbackOct 31, 2019
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