General Update #9
Added 2022-11-03 14:16:56 +0000 UTCWell, I -kind- of got the H system done in time. Emphasis on kinda. Animations play, enemies respond appropriately, the entire system is set up to be pretty flexible. There was a lot of issue with having multiples of the same enemy around and how the code worked with them, but its all been fixed. Enemies no longer keep attacking you on the floor mid-scene, more than one enemy can't engage a scene at the exact same frame and both disappear, and also you can't be engaged into a H-scene while in mid-air meaning you'll be on the floor, where you're meant to be, when it starts.
The fact enemies can now detect wherever you're in the air or not is actually something I can have some fun with later down the line. For example if you jump in front of an enemy they might now have a response to it...
This month has been fairly busy for me outside of the game too, so while the H scene is mostly complete it's not exactly finished. There's just the one facet of 'how does it end' that's being worked on and it ran me into an issue with the input system in general. It's a bug on Unity's side I've heard, and it's on them to fix it later down the line but in the meantime I'm trying to fix it myself. The core issue of it is that no new inputs can actually be made right now, so until I or Unity fix it I can't actually add a new button to the game that'd work as a way to mashout/QTE out of a scene.
If I manage to get it done soon I'll give another update later in the month, as I'd like to move forward to the rest of the game at this point. As usual, thank you to those few of you supporting this game. It means a lot to see that there's some, even a little, interest in what I'm doing.