Posted June 16, 2025 by Myrksh
#devlog
A new user interface has been implemented for weapon management. Players can now clearly see their primary weapon and have access to an additional slot for a secondary weapon. Additionally, a player can now see the ammo of their weapons.
The primary weapon is fixed and cannot be changed.
The secondary slot allows the player to equip weapons picked up from the environment.
While there are still a few minor bugs in this system, they do not significantly impact gameplay and will be addressed in the next update.
Previously, NPCs encountered an issue where they would run directly into walls while attempting to follow enemy players. Although the Navigation3D node was correctly set up, the walls in the test level were not children of the navigation node, preventing proper pathfinding.
This issue has now been corrected. NPCs should now navigate around obstacles as expected.
Currently, enemy mobs detect players entering a predefined "agro zone" and then pursue and shoot without any variation. We plan to implement a simpler behaviour model that includes:
Limited chase range to avoid endless pursuit.
Short delay between attacks to simulate reload or cooldown.
Improved stopping distance to prevent mobs from clustering too closely.
This update will make NPC interactions more consistent and manageable within our scope.
We are starting to develop unique skills for each role:
Double Jump (for both roles): Adds mobility, with a cooldown to prevent overuse.
Stun Ability (exclusive to Angel role): Temporarily disables an enemy's movement for a short duration.
Stat adjustments: Basic differentiation between roles, such as health and movement speed.
These additions aim to introduce variety and encourage strategic play, while remaining manageable for implementation.
Right now, all weapons share the same behaviour. Upcoming adjustments will include:
Simple crosshair variations depending on weapon type.
Basic recoil values per weapon to distinguish handling.
Light balance tweaks to differentiate fire rate and damage.
These updates will help give each weapon a more distinct and usable feel without overcomplicating the system.