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Update 7/22/2020:

First bit of actual playability has been reached!

Setup a generic 'Entity' that can be customized to fit any humanoid faction;

  1. Each entity has a block of stats that describe it, from 'Health' to 'Faction'.
  2. Each entity seeks out targets within its detection range that are listed as enemies.
  3. Each entity is also aware of all allies within range (Healers and buffers can target friendlies later on, and hatchling dragons will be aware of the player dragon when she is within range).
  4. Collision detection for attacks ignores allied factions and strikes enemy factions. An attack can be a cleave (one swipe harms all enemies in the path) or a blow (the first enemy in the path of the swing is damaged but no one else is until the attack completes.
  5. Ranged enemies can now be setup with proper settings to enemy detection, and range of attack. I can add damage components to their projectiles.
  6. Each entity (including the player) has a base 'Threat' value that can be used for targeting logic. The highest threats are targeted first.

To do next:

  1. I need to add a multiplier so that enemies that are closer receive a higher threat rating than those that are further away. For example, a skeleton with a base threat level of 3 would have a final threat level of 9 when within attack range, and a final threat level 1 when far away.
  2. Need to fix some of the ragdolling not looking right when the dragon attacks (sometimes the dragon pounds them halfway into the ground..)
  3. Need to setup dragon A.I. (Ground). Hatchlings should be able to fight too.
  4. Need to setup logic to deal with dragons that are flying. Maybe enemies switch to ranged weapons?

Funny bug of the week:

https://twitter.com/i/status/1285665176390434818