NokiMo
Artificially Dead
Artificially Dead

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General Update #20

Hey there, time for another General Update.

So as mentioned last time I had a few more foundational systems to finish off, that being inventory/key/door system which now works as intended, opening up the path for progression through certain areas of the castle.

A lot of work this month went into creating the new enemies, of which there are around 9, one of those being more of an area hazard enemy. They've all been designed and a lot of them have already been previewed here on the Patreon. One of the ones you haven't seen yet is the prisoner, and that's because I didn't like her initial design so I've redone it a couple of times. Besides that there's just been... a lot of animation. The game, as it is with the builds currently available, only has 6 enemies in total and those 6 enemies were added over quite a span of time, so to suddenly be working on 9 new enemies all at once? It's certainly quite a lot of work. Everyone needs a walk cycle (I hate doing those), attack animations, death animations, idle animations, three H animations each... You get the idea.

So with that being said I've been thinking about how best to get builds out sooner for people. Originally I'd have wanted to get all 9 enemies done and just put them out together, but thinking more realistically I'll have to get a smaller amount done first and then just throw out a build. After all, I still need people to test all the other system features to ensure they're working.

Which leads me to the priority of which enemies will be done first. I think the first has to be the Dragon Guard, the largest enemy, as I think this is what most people would like to see first. I intend for the new enemies to function with a little more variety than previous ones, meaning they'll have more than one attack. I want this especially for the Dragon Guard because she's intended to be a more difficulty enemy, so she may have attacks that detect where the player is at various ranges, and maybe even an attack that occurs if she detects the player is trying to jump over her. With the current setup on the typical enemy scripts I have it shouldn't, in theory, be that difficult to implement new attack logic. Though everything with coding works a lot better in your head than it does practically, so we'll see.

I'm sorry I couldn't get a build out sooner, but those that've been around might've clued on at this point that I tend to bite off a little more than I can chew. Hopefully it'll be worth it.

As usual a big thank you to the patrons, I'm inspired every day just seeing that people are sticking around, and the kind comments really help to keep my motivation up, I can't thank you enough for that.


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