Gameplay update
Note: These are all placeholder assets and animations (if you can call one frame an animation)mostly done by me, music and sound effects are from an episode of Mazinger Z.
Updated all the code for ground, air and dash attacks, now they all use the same logic and the timing of the hits and cancelation to another move are controlled by the animation timeline un Unity, this makes it easy to set the frame the attack is supposed to affect the enemies and how long the player needs to wait until they can do another attack. Updated dash to use a button instead of double tap, it feels better. Added some dust effects to the jumping and running just to have a better feeling.
Updated all the code for ground, air and dash attacks, now they all use the same logic and the timing of the hits and cancelation to another move are controlled by the animation timeline un Unity, this makes it easy to set the frame the attack is supposed to affect the enemies and how long the player needs to wait until they can do another attack. Updated dash to use a button instead of double tap, it feels better. Added some dust effects to the jumping and running just to have a better feeling.
So far the player can :
-Run left and right
-Dash left and right
-Jump and double jump
-Do a set of attacks on each jump and double jump
-Do a combo of normal attacks (with no direction input)
-Do launch attacks by pressing a direction and the attack button, these attacks, if done at the right time (when enemy is almost dead), can leave the enemy in a subdued state where it will float around the screen until it explodes or the user sends it, with a up launch hit, to the boss in the back.
-Launch enemies without being subdued, but they will do normal damage.
-Subdued enemies will eventually self destruct so the player needs to launch them to the boss before this happens.
-Hit the enemy with normal attacks only, which will kill them, the last attack of a combo is always a launcher, even with no directional input.
-Hit enemies until they only have 1 health point, at which point they will flash red, and follow up with a launch attack that will leave the enemy subdued.
-Do a back attack that will bring the enemy to the front of the player so it can be hit more until launched.
Not implemented is the idea that merging these subdued enemies will increase the damage done to the boss.
I will work on adding a new enemy and merging subdued enemies to increase boss damage.
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