Devlogs
Update: Alpha 0.5- Combat! (Again)
Posted September 20, 2020 by souhad
I was originally planning on making this a much smaller update, Alpha 0.4.1. I thought I'd just tune the combat, maybe add a functioning enemy, and be done with it. I was very wrong. Turns out, animation montages make everything easier and I ended up completely overhauling the combat. Where the original was an off brand Dark Souls, the new one is somewhere between Witcher 3 and Breath of the Wild. Keep reading for the full changelist
- New: Dynamic lock-on targeting
- Strafe around enemies and switch between them with a flick of the camera
- Pretty much works the way you'd expect
- New: Lock-on dodging and rolling
- While locked on, you can either dodge or roll in 8 DOF
- Dodging is quicker, and has less end lag
- Rolling takes you farther
- New: Enemy AI
- Strange golems now dot the Sky Islands
- They'll wander around until they see you, then let out a (silent) roar and charge in for attack!
- New: Soundtrack
- Added some tracks from Laputa: Castle in the Sky
- This helps me get a feel for the game as well as teaches me how Unreal handles sound
- Improved: Swordplay
- Through anim notifies, the system is easier to tune than ever
- It's quicker, more responsive, and less buggy
- Bug fixes:
- Smoothed out boar turning animations
- Transforming while standing still no longer gets you stuck in terrain
- Too many small tweaks and improvements to list
By next week I hope to expand the combat system with more combos and add new NPCs, including at least one new enemy. Stay tuned!