Monthly Dev Update - Combos
Added 2023-08-04 20:12:05 +0000 UTCHey all! This month I've been spending a lot of time refining the attack/combo system, as well as setting up very basic enemy AI. Last update, I said my goal for this month was to have both enemies and alpha react to being hit. While I didn't manage to hit that goal, I did discover a number of smaller goals that I realized need to be reached first. Basically, enemies do react to being hit, but the system I was using previously made the reactions feel janky and kind of stiff.

Basically, it was hard to get the knockback just right. Low values felt like they didn't send far enough, and higher values sent enemies flying. I intend to fix this by having the enemy find a position opposite to the player and lerp to it when hit, rather than using launch or add impulse. that way I can decide the distance range manually rather than pushing the character and trying to find a sweet spot for the physics impulse.
I've also started integrating a damage interface into the hitbox system, so this month my goal is to have enemies that can be killed, and hopefully something resembling an actual gameplay loop soon.
Additionally, I've also started implementing rudimentary AI for Xedd. It's not much at the moment, but learning how to create enemy AI is a huge step as it's something I've never really done before, even in prior ventures into gamedev.
Most of my time this month has been spent making animations, and hopefully the fruits of that labor will be visible soon.
One last thing, I am still (slowly) chipping away at devlog #2. Premiere Pro has been giving me an unbelievable amount of hassle and has made working on the video needlessly tedious and exhausting. I'm still troubleshooting the issue, but at this point it's roughly half done.
My main focus right now is still just making Hitting Dudes Feel Good, and I'm happy I'm at least making significant strides in that department.