1. NPC Character: I launched a non-playable character (NPC) into the sport. This addition serves a number of functions, introducing the potential for added interactions inside the sport, making it extra partaking.
2. Easy AI: The AI for the NPC is deliberately stored easy. It primarily includes two predominant capabilities: – Navigating from one level to a different inside the sport world. – Partaking in fight when mandatory. – The simplicity of this AI design streamlines growth whereas nonetheless reaching the specified gameplay parts.
3. Mesh and Animations for the NPC: – Initially, I centered on organising the NPC’s mesh and animations. I opted for a mesh design much like that of a soldier enemy for practicality, though it introduced some minor challenges. – The NPC wields completely different sword and protect in comparison with the usual soldier enemy, signifying its enhanced energy. – I used a moveset an identical to the soldier in the meanwhile, although it would require modification. This modification is crucial to make the NPC a extra formidable opponent, particularly if the participant chooses to have interaction in fight. – Implementing evasion maneuvers, akin to dodges, can be on the to-do record.
4. Small Quest Involving the NPC: – I launched a mini-quest the place the participant is tasked with rescuing the NPC from a bunch of monsters. As soon as rescued, the NPC proceeds with their quest. – I plan to include dialogue or text-based interactions to offer readability in regards to the quest targets and improve the general narrative.
5. Patrol Logic: – The NPC is programmed with a patrol logic. It’s going to assault enemies if it detects them inside its neighborhood. – The NPC will flip hostile if the participant assaults it excessively.
6. Steady Degree Design Iteration: – I’ve been persistently refining the sport’s degree design, making certain that it’s partaking, balanced, and visually interesting.
7. Extra Traps and Enemy Placement: – I expanded the gameplay by including new traps, akin to obstacles involving boulders, to create numerous challenges. – I strategically positioned enemies inside the sport world to maintain the participant engaged.
« Final Edit: October 22, 2023, 10:37:11 AM by Ordnas »
So, is that this a creature that the participant can defeat? Or is it merely one thing for them to escape?
(I are likely to assume {that a} creature could be killed, I suppose–but then, you do name it an “environmental hazard”, which means that it could be one thing as a substitute for the participant to work round.)
If it can be killed, then it’s going to be fascinating to see the way it integrates with the remainder of the gameplay, I believe, given how completely different it’s to the opposite enemies. It may work, I daresay.
It does look cool, at any fee. ^_^
Thanks for the feedbacks, they let me know if I’m heading in the right direction
It is my pleasure, and I am glad if I have been of assist! ^_^
So, is that this a creature that the participant can defeat? Or is it merely one thing for them to escape?
(I are likely to assume {that a} creature could be killed, I suppose–but then, you do name it an “environmental hazard”, which means that it could be one thing as a substitute for the participant to work round.)
If it can be killed, then it’s going to be fascinating to see the way it integrates with the remainder of the gameplay, I believe, given how completely different it’s to the opposite enemies. It may work, I daresay.
It does look cool, at any fee. ^_^
Thanks for the feedbacks, they let me know if I’m heading in the right direction
It is my pleasure, and I am glad if I have been of assist! ^_^
You can’t kill it, it’s important to keep away from its assault. I am fascinated with it if it may be killed, but when so it will likely be non-compulsory (since it could defeat the aim of getting an surroundings hazard).
Over the previous few weeks, I’ve carried out some gameplay mechanics, with a major give attention to the environmental hazard, which I had some enjoyable, because it’s represented by a large monster.
1. Setting Hazard: – The Setting Hazard is represented by an enormous monster; I adjusted its dimension to make it seem threatening to the participant. – This monster serves as a problem to cross a bridge, taking inspiration from Demon Souls by populating the world with quite a few enemies to emphasise that the environmental hazard can have an effect on a broad space. – Deciding on the monster’s dimension and place was a bit difficult. I scaled it sufficient to cowl not less than a 3rd of the display screen, creating a way of risk with out making it too giant, which may develop into complicated. – The location was additionally a choice level. I selected to place it barely above and at an angle to cowl your entire bridge with its assault. The space is ready in order that its hearth assault seems as a transferring beam, indicating that it is cellular and could be evaded. – At the moment, the monster can’t be killed, however I am nonetheless fascinated with it.
2. Setting Hazard Set off Wakes from Afar: – I’ve carried out logic that permits the monster to get up solely when the participant will get sufficiently shut. – It stays in a dormant state to point that it is not energetic. – Upon waking, it emits a roar to sign an impending assault (sound to be added sooner or later). – There is a 10-second delay from the second it wakes as much as when it unleashes its hearth assault, giving the participant time to cross the bridge.
3. Fireplace Assault: – I have never added the VFX for the assault but as a result of I need to give attention to the logic first to save lots of time. – I’ve included a debug pink line to indicate the assault’s space. – The assault has a variety from left to proper. – It inflicts substantial harm, able to eliminating enemies in a single strike, however not the participant. Nonetheless, it offers a big quantity of injury.
4. Door Lever Logic: – I’ve additionally carried out levers that, when activated, open beforehand closed doorways. – Moreover, there is a logic for triggering a cinematic that I take advantage of to showcase unlocked doorways which are removed from the participant’s present location.
5. Boulder Entice: – The boulder entice triggers when the participant is descending from an incline. – To flee the boulder, the participant should run and attain a passage within the wall. – I am not fully glad with this entice, and I am contemplating modifying it as there’s a danger of it feeling a bit unfair for the reason that risk comes from behind.
« Final Edit: At the moment at 10:08:47 AM by Ordnas »