Posted December 09, 2023 by br0nco640k
For today's update, a number of things have changed.
There's an actual system in place for inflicting damage to enemies, so they no longer die from a single hit.
Enemies can now aggro on the player if they take damage from the player, even if they are beyond "aggro range".
Enemies will now de-aggro if the player runs far enough away, unless they've taken some damage, in which case they'll follow the player to the ends of the earth, or until they die.
The game keeps track of how many enemies have aggro towards the player, and plays the appropriate music.
Ranged attacks do less damage than melee attacks.
For the future, I'm considering adjusting the way that loot is collected, to make things less tedious. Enemies do not yet attack the player, but hopefully I'll be adding that in very soon. My previous tweaks to player navigation are working really well at the moment, so it feels more stable and less frustrating. I may also add corpses for enemies, so that it doesn't feel like they simply vanish upon death.
I'm using Godot's tile data feature once again for enemy placement. If the tile can have grass, it can have grass slimes (as I'm temporarily calling my enemies during the prototype phase).
I'm kicking around ideas for boss enemies and boss fight mechanics, but there's no code for it yet.