Enemies update!


Not a lot happened over the winter months, some tinkering here and there. What I have worked on is mostly related to the enemy behaviour.


In this update I overhauled the entire enemy state handler. The states were already in place from my last big addition but how it navigated through each of those states was still to be updated. I had to update edge and wall checks as more often than not it wasn't stopping at the edge or in the wall checks it wasn't even seeing the wall. Now all enemies will stop at the edge of a platform or at a wall and go into idle mode. If they are chasing the player to an edge they stop, if the player is close enough the will wait for you to get into their range to start chasing or attacking again. If you leave their line of sight long enough they will return to their patrol state.

There are two variations of the skeleton at this time, normal and armoured. Armoured can only take damage while it is stunned, they both use the same placeholder model but generally they're pretty weak in this stage so they can just be hacked at until they dead.

Lastly, some minor bug fixes. When the game pauses the enemies stop moving. When the player dies the death animation plays. Nothing major.


Short term goals:
- Add attack methods, animations, and continued functionality
- Add new enemies, slime and other skeleton variants
- Add flying enemies

Stay tuned for more! Updates down below.

Updates: March 2nd, 2025
☑️ v0.1.30

Bug Fixes
🛠️ Fixed enemy velocity continuing when paused or game over
🛠️ Fixed death animation not occurring
🛠️ Animator no longer disables on game over
🛠️ Fixed a bug with wall collisions not detecting on Armoured variants Enemy

Behaviour
✅ Skeleton entity state handling changes: CHASE STATE

  • Now properly checks for edges, and if the player is within reach
  • If there is a void between the skeleton and the player the skeleton will move into IDLE STATE
  • If player moves within range during that IDLE state, the skeleton will properly switch to the correct state

ATTACK STATE

  • When pushed outside of the engage distance while in ATTACK state, the skeleton will now re-engage the player by switching back into the CHASE state

IDLE STATE

  • When the skeleton reaches an edge, or a wall, the skeleton enters the IDLE STATE
  • Player comes within range while in this state it switches to either ATTACK STATE, or CHASE STATE
  • Player is out of range, switches to PATROL STATE

PATROL STATE

  • When the player is not within range, the skeleton will patrol until it reaches either a wall or an edge

PARRIED STATE

  • When the enemy and the player attack at the same time, it is parried and the skeleton takes no damage. The skeleton will enter a PARRIED STATE and cannot be attack or take damage during this period
  • The skeleton will take a knockback effect

STUNNED STATE

  • Future addition for Armoured Skeleton type, can only be damaged during this state

Files

WEBGL.zip Play in browser
38 days ago

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