Wednesday, May 27, 2015
Monday, May 18, 2015
Dev Blog 2
Player
- Player has a temporary UI (Health, Charges/Spell Casts, Spirit/Energy).
- Player is able to take damage from enemies.
- Upon using main weapon, it drains "Spirit".
Variation of the spell casts.
- Neutral Light: Single Bolt
- Dark: 3 Bolts
- Bright: Charged shot(unable to show properly as charging animation is not added in yet)
Player is able to interact with enemies (eg. able to "kill" them).
AI
New enemy types added.
- Dark: Axe wielding monsters (Red guys)
- Light: Laser shooting monsters (Yellow guys)
- Patrolling AI were added too.
Monday, May 11, 2015
Week 4 things to do...
Player
- Basic UI. (Health, Stamina, Spell charges)
- Able to deal damage to enemy.
- Able to take hits from enemy.
- Player able to change skills/spells according to light levels.
- Eg. Brightest light level able to charge bolts and shoot.
- Darkest level able to shoot multiple bolts. (max. 3)
- Neutral shoot only one bolt.
AI
- All AI variation should be done.
- Big Neutral Imps.
- Darkest Beasts.
- Brightest Light Angels.
MISC
- Implement "Oculus" support.
Sunday, May 10, 2015
Dev Blog 1
Basic player controls.
- Basic movements
- Player is able to fire spell
- Melee attack
Standard AI Movements.
- Enemy AI is able to follow player when player is nearby.
- Is able to attack player when in range
- After attacking player, AI is able to dodge after attacks
- Is able to lose aggression when player is out of range
- When lose aggression, enemy AI returns to original spot
Smarter AI navigation
Able to walk around walls to find player (See video below. Dumb AI: Yellow Box. Smart AI:Yellow Box with hands).
Week 3 things to do
Player
-Basic Controls (Shoot/Cast spell and Melee Attack)
Enemy AI
-Navigation
-Able to attack player
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