Posted March 14, 2022 by Reid Schroeder
Enemy AI
We've implemented a wander state for the enemies to go between points, as well as an aggro radius around them in the shape of a sideways oval to trigger their chase state. The player can lose aggro by getting out of a slightly further range for several seconds. If the enemy reaches the player, they will stop on them and begin to damage them. This is where the melee attack state will be implemented next.
Animations
We have a framework for animations for the player and enemies set up, but the player currently only has a bow-less idle and run animation. We will have an animation for drawing the bow, as well as for when the player is in the air.