NokiMo
Artificially Dead
Artificially Dead

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General Update #13

Hello again. There's some good news this month regarding not only the progress of the game but my situation working on it, so let's get right into it.

I can't recall if I've ever really posted a video of the gameplay as it is right now, but if I haven't, there it is. Combat hasn't been thoroughly tested in regards to how it feels and it'll no doubt receive adjustments as time goes on in regards to the speed of attacks, and stuff like how fast stamina recovers.

But combat isn't the focus of this update, not entirely. I was working for a while on finding out how to get enemies respawning in the rooms after they've been killed or damaged. It's working mostly fine. Enemies respawn where they're meant to, their health is restored, and they're killable again. The singular issue I've found, and you might've noticed, is that a couple enemies didn't do anything after respawning. They were frozen in their animations. I'm not 100% sure on what this is but I believe it has something to do with disabling the gameObject after it's killed, and freezing the script. So when it's enabled again it tries to play the script from where it left off, which could result in some errors. I'll be working on resolving that but I don't think it'll take too long.

Now onto the good news. As might be known the time I get to work on this project is very limited. But recently some events have unfolded that have given me extra time to work on it. I'm excited to be able to speed up development and hopefully the months from here on will see larger and more significant changes.

As always a big thanks to those of you supporting this project, it means the world to me that there's any interest at all in it.

General Update #13

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