Posted March 02, 2025 by Slothful Media
Not a lot happened over the winter months, some tinkering here and there. What I have worked on is mostly related to the enemy behaviour.
In this update I overhauled the entire enemy state handler. The states were already in place from my last big addition but how it navigated through each of those states was still to be updated. I had to update edge and wall checks as more often than not it wasn't stopping at the edge or in the wall checks it wasn't even seeing the wall. Now all enemies will stop at the edge of a platform or at a wall and go into idle mode. If they are chasing the player to an edge they stop, if the player is close enough the will wait for you to get into their range to start chasing or attacking again. If you leave their line of sight long enough they will return to their patrol state.
There are two variations of the skeleton at this time, normal and armoured. Armoured can only take damage while it is stunned, they both use the same placeholder model but generally they're pretty weak in this stage so they can just be hacked at until they dead.
Lastly, some minor bug fixes. When the game pauses the enemies stop moving. When the player dies the death animation plays. Nothing major.
Short term goals:
- Add attack methods, animations, and continued functionality
- Add new enemies, slime and other skeleton variants
- Add flying enemies
Stay tuned for more! Updates down below.
Updates: March 2nd, 2025
v0.1.30
Bug Fixes
Fixed enemy velocity continuing when paused or game over
Fixed death animation not occurring
Animator no longer disables on game over
Fixed a bug with wall collisions not detecting on Armoured variants Enemy
Behaviour
Skeleton entity state handling changes: CHASE STATE
ATTACK STATE
IDLE STATE
PATROL STATE
PARRIED STATE
STUNNED STATE