NokiMo
Artificially Dead
Artificially Dead

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General Update #10

Apologies for the later update, it's been a tumultuous past month and a bit now. Progress on the project is continuing though it has been slower than I'd like for November. A lot of life just kind of getting in the way, I was holding off on the update in order to have a bit more to actually talk about, though it may not seem as much as usual.

Right now the focus is on further tweaking the H system. I know I said I'd like to move onto other parts of the game but when I start thinking "hold on, this could be better" I get wrapped up in trying to improve things. That being said, the way it functions right now as stated before is that when the player is stunned and an enemy collides with them, the scene-starts, and you mash a button to escape it. That all works, that's fine, it's there. But what'll happen with the ranged enemy? If you fall down they'll keep throwing stuff at you and not approach, preventing them from beginning a H scene.

With that in mind the objective right now is to go back into the older scripts that handle AI detection of the player, movement, and engagement logic and find a way to have the enemy approach without attacking while the player is stunned with the intent of beginning a scene.

In some previous scripting I already have the enemy capable of identifying if the player is stunned in one way, but the logic behind how that code works is that the colliders need to make contact for the script to understand what's happening. This is a little different, as it's using the vectors that detect where exactly the player is and trying to figure out a way for that to know what's happening with the player states. Then all it needs to do is have the enemy approach without attacking so that the other script can detect the collision and begin the scene.

Once this is done I imagine it'll be easy to then implement a similar function for scenes involving multiple enemies, which is my ultimate goal with the H system.

Going back into older code is difficult, but as has been the case with many other scripts I have hope in that if I bash my head against it enough I'll discover how to do it sooner or later.

Apologies again on the later update. The next one will be after Christmas so I hope you have a good holiday season and new years! Thank you as always to those of you supporting this project!


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