1. NPC Character: I introduced a non-playable character (NPC) into the game. This addition serves multiple purposes, introducing the potential for additional interactions within the game, making it more engaging.
2. Simple AI: The AI for the NPC is intentionally kept simple. It primarily involves two main functions: – Navigating from one point to another within the game world. – Engaging in combat when necessary. – The simplicity of this AI design streamlines development while still achieving the desired gameplay elements.
3. Mesh and Animations for the NPC: – Initially, I focused on setting up the NPC’s mesh and animations. I opted for a mesh design similar to that of a soldier enemy for practicality, although it presented some minor challenges. – The NPC wields different sword and shield compared to the standard soldier enemy, signifying its enhanced strength. – I used a moveset identical to the soldier for the time being, though it will require modification. This change is essential to make the NPC a more formidable opponent, especially if the player chooses to engage in combat. – Implementing evasion maneuvers, such as dodges, is also on the to-do list.
4. Small Quest Involving the NPC: – I introduced a mini-quest where the player is tasked with rescuing the NPC from a group of monsters. Once rescued, the NPC proceeds with their quest. – I plan to incorporate dialogue or text-based interactions to provide clarity about the quest objectives and enhance the overall narrative.
5. Patrol Logic: – The NPC is programmed with a patrol logic. It will attack enemies if it detects them within its vicinity. – The NPC will turn hostile if the player attacks it excessively.
6. Continuous Level Design Iteration: – I have been consistently refining the game’s level design, ensuring that it is engaging, balanced, and visually appealing.
7. Additional Traps and Enemy Placement: – I expanded the gameplay by adding new traps, such as obstacles involving boulders, to create diverse challenges. – I strategically positioned enemies within the game world to keep the player engaged.
« Last Edit: October 22, 2023, 10:37:11 AM by Ordnas »
So, is this a creature that the player can defeat? Or is it simply something for them to escape?
(I tend to assume that a creature can be killed, I suppose–but then, you do call it an “environmental hazard”, which suggests that it may be something instead for the player to work around.)
If it can be killed, then it’ll be interesting to see how it integrates with the rest of the gameplay, I think, given how different it is to the other enemies. It could work, I daresay.
It does look cool, at any rate. ^_^
Thanks for the feedbacks, they let me know if I am on the right track
It’s my pleasure, and I’m glad if I’ve been of help! ^_^
So, is this a creature that the player can defeat? Or is it simply something for them to escape?
(I tend to assume that a creature can be killed, I suppose–but then, you do call it an “environmental hazard”, which suggests that it may be something instead for the player to work around.)
If it can be killed, then it’ll be interesting to see how it integrates with the rest of the gameplay, I think, given how different it is to the other enemies. It could work, I daresay.
It does look cool, at any rate. ^_^
Thanks for the feedbacks, they let me know if I am on the right track
It’s my pleasure, and I’m glad if I’ve been of help! ^_^
You cannot kill it, you have to avoid its attack. I’m thinking about it if it can be killed, but if so it will be optional (since it would defeat the purpose of having an environment hazard).
Over the past few weeks, I’ve implemented some gameplay mechanics, with a primary focus on the environmental hazard, which I had some fun, as it’s represented by a massive monster.
1. Environment Hazard: – The Environment Hazard is represented by a giant monster; I adjusted its size to make it appear threatening to the player. – This monster serves as a challenge to cross a bridge, taking inspiration from Demon Souls by populating the area with numerous enemies to emphasize that the environmental hazard can affect a broad area. – Deciding on the monster’s size and position was a bit challenging. I scaled it enough to cover at least a third of the screen, creating a sense of threat without making it too large, which could become confusing. – The placement was also a decision point. I chose to position it slightly above and at an angle to cover the entire bridge with its attack. The distance is set so that its fire attack appears as a moving beam, indicating that it’s mobile and can be evaded. – Currently, the monster cannot be killed, but I’m still thinking about it.
2. Environment Hazard Trigger Wakes from Afar: – I’ve implemented logic that allows the monster to wake up only when the player gets sufficiently close. – It remains in a dormant state to indicate that it’s not active. – Upon waking, it emits a roar to signal an impending attack (sound to be added in the future). – There’s a 10-second delay from the moment it wakes up to when it unleashes its fire attack, giving the player time to cross the bridge.
3. Fire Attack: – I haven’t added the VFX for the attack yet because I want to focus on the logic first to save time. – I’ve included a debug red line to denote the attack’s area. – The attack has a range from left to right. – It inflicts substantial damage, capable of eliminating enemies in a single strike, but not the player. However, it deals a significant amount of damage.
4. Door Lever Logic: – I’ve also implemented levers that, when activated, open previously closed doors. – Additionally, there’s a logic for triggering a cinematic that I use to showcase unlocked doors that are far from the player’s current location.
5. Boulder Trap: – The boulder trap triggers when the player is descending from an incline. – To escape the boulder, the player must run and reach a passage in the wall. – I’m not entirely satisfied with this trap, and I’m considering modifying it as there is a risk of it feeling a bit unfair since the threat comes from behind.
« Last Edit: November 05, 2023, 10:08:47 AM by Ordnas »