Posted October 09, 2025 by joshtm26
For this build, I have focused on developing the combat mechanics through implementing a robust damage system and enemy AI behaviors. These systems are easily iterable and scalable so that I can continue to add different enemy types and damage classes very quickly. Due to this I plan on adding a decent amount of enemy variety and combat mechanics. In the current build there is a short tutorial blockout that presents the player with a series of challenges that require them to use all of their movement abilities to complete, teaching them the basics before presenting them with combat. Image of this level below. This level will be iterated on and made with environmental assets in the final game.
The current enemy has a full rig and animations for combat with behavior for a melee and ranged enemy type (projectile script in development). These enemies are children of a base enemy class that has movement for patrolling and combat with a slot for unique combat behavior that can change with each unique enemy type. These enemies can either be aggroed with a vision cone or with a trigger box that I’ve placed in the level to aggro all enemies. Once enemies detect the player they will continue to attack them until the player is dead, then go back to their passive patrolling state. Enemies also have variable health, speed, and damage derived from the base class using the damage system. Image below of melee and ranged enemies in the blockout tutorial arena room.
This is not yet much of an art build as I am still refining the mechanics before implementing all of the art. After I finish the ranged enemy behavior, I will start focusing more on the art side; first finding first person arm animations (or making them myself) for attacking and using abilities, then I’ll acquire an art asset pack for the environment and start to design the levels. From the first playtest, I was able to further refine the player movement according to feedback so it is now in a place that I am very happy and no more changes will be made to it. I thankfully have not had to pivot from my main idea yet as there have been no major issues implementing everything so far and I am on track for the personal deadlines I’ve set.
For next week’s playtesting build iteration, I am going to finish the ranged enemy combat behavior, find and implement animations for the player, and start to block out some ideas for spaces to put in my final level.