lundi 9 mai 2016

What's new

I programmed some interesting new stuff lately, and did a lot of debugging.

- I worked on performance, creating a system of auto activation/desactivation used by every enemy. And I reworked the enemy AI to avoid unnecessary colliders usage (for example, on the situation showed on the GIF I posted last time, now two of the colliders are only activated for a frame, when needed).

- Charged attack is now possible in the game! You keep the attack button pressed, during this time a bar fills itself (while the stamina bar decreases), full after 2 or 3 seconds. When released, you perform a strong attack, with a damage multiplier.

- I did a lot of debugging of animation transitions, and some changes in the game's physics (most of the objects have less mass than before).

Here is the animator for the player object. Pretty nightmarish.

- You can now pause the game.

- I knew it was going to be like this, so I shouldn't complain... But the swimming part is really hard to program, if I want it in a perfect way, covering every possibility (I want the swim ability to be unlocked during the game...), feeling natural & debugged... I'm still working on it.

Oxygen bar is one thing done.
I hope I can release a good demo of Cape Bleue, soon! Thank you for following this blog.

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