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(2 edits)

Day Three. I managed to complete everything on the day's task-list this time, so I'm back on track. To begin with I set up a very simple enemy AI which just follows the player continuously once triggered within a certain radius and stops when it gets within attacking range of the player. Not sure yet if I want to set up some sort of path-finding, it just depends on how it plays on testing and if I have time but for now the system works fine


For the rest of the day I designed the base enemy type: a legionnaire. At the end I would like to have at least two or three types of enemy, such as legionnaire to centurion to general (in ascending order). The design time was significantly less than with the player character, probably because I already had a sort-of template in the player but also because I have become more comfortable using Aseprite, which I only started using this jam. Because of this, I also managed to finish idle animations for the legionnaire, getting a head start on tomorrow's tasks.


In total I did:

  • Basic Enemy AI
  • Configured Unity's Layer Based Collision Matrix for the Enemy and Player
  • Designed Base Enemy
  • Animated Idle for Enemy

Tomorrow I would like to finish animations for the enemy, implement attack and knock back for both enemy and player, implement kick for player and if I have time revamp the player's movement script to remove a bug where he's unable to roll when moving up-left diagonally