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September 11, 2024, 07:53:58 PM

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TIGSource ForumsCommunityDevLogsCitizen Pain | First Person Action Prototype
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Author Topic: Citizen Pain | First Person Action Prototype  (Read 42444 times)
Ordnas
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« Reply #120 on: August 23, 2023, 10:43:16 AM »

Implemented Knight behavior that, if the player is too close, tries to back away before healing.

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« Reply #121 on: August 28, 2023, 01:25:34 AM »

the only thing you can do is to smashing the Dash button so you cancel the Stunlock recovery animation by 0,5 seconds earlier (so Stunlock lasts 1,5 seconds instead of 2 seconds).

You can safely dodge a Knight attack after a Shield Bash, since he will always do a Heavy Attack after that. His Heavy Attack lasts more than 1.5 seconds, so you can succesfully dodge it with a Dash. Whereas if you're in Stunlock for lack of Stamina, it's fair that the player get punished, because it's the player's fault.  Smiley

Hmm... Well, we'll see how it plays out, I daresay!

Implementing the Heal for the Knight: once injured, he will try to heal.
Implemented Knight behavior that, if the player is too close, tries to back away before healing.

This is pretty cool, and a nice bit of behaviour, I feel! ^_^
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Ordnas
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« Reply #122 on: August 29, 2023, 10:49:12 AM »

the only thing you can do is to smashing the Dash button so you cancel the Stunlock recovery animation by 0,5 seconds earlier (so Stunlock lasts 1,5 seconds instead of 2 seconds).

You can safely dodge a Knight attack after a Shield Bash, since he will always do a Heavy Attack after that. His Heavy Attack lasts more than 1.5 seconds, so you can succesfully dodge it with a Dash. Whereas if you're in Stunlock for lack of Stamina, it's fair that the player get punished, because it's the player's fault.  Smiley

Hmm... Well, we'll see how it plays out, I daresay!

Implementing the Heal for the Knight: once injured, he will try to heal.
Implemented Knight behavior that, if the player is too close, tries to back away before healing.

This is pretty cool, and a nice bit of behaviour, I feel! ^_^

Glad you like it  Smiley
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Ordnas
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« Reply #123 on: August 29, 2023, 10:50:29 AM »

The Knight when advancing always has the shield up to block attacks.

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Ordnas
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« Reply #124 on: August 30, 2023, 10:26:54 AM »

Knight’s block with particles:

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Ordnas
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« Reply #125 on: August 31, 2023, 08:50:08 AM »

I am adding a Knight counterpart, which is more dangerous and uses spear and shield.

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« Reply #126 on: September 01, 2023, 05:42:29 AM »

Good to see progress continues, keep them enemies coming Wink
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Ordnas
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« Reply #127 on: September 02, 2023, 04:21:39 AM »

Good to see progress continues, keep them enemies coming Wink

Almost finished with the enemies, the rest are just some variations of the current enemy types (excluding  the boss) Finally!  Smiley
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« Reply #128 on: September 02, 2023, 04:22:46 AM »

Winding thrust attack, powerful but slow attack, so easier to avoid.

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« Reply #129 on: September 04, 2023, 02:35:03 AM »

All looking good thus far, I do think! ^_^

(And I won't complain about having some green to see! Indeed, I find the new knight's armour to be quite pretty! ^_^)

I am interested to learn what the final boss-encounter will be...
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« Reply #130 on: September 05, 2023, 11:55:33 AM »

All looking good thus far, I do think! ^_^

(And I won't complain about having some green to see! Indeed, I find the new knight's armour to be quite pretty! ^_^)

I am interested to learn what the final boss-encounter will be...

Great, I'm glad to hear that! I admit I wasn't sure about the color green.

Still not sure what the boss will be, whether monster or humanoid (more inclined to make it monster at the moment, so that I can indulge in the pattern of attacks).
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« Reply #131 on: September 05, 2023, 12:01:36 PM »

Running spear attack that hit multiple times:

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« Reply #132 on: September 06, 2023, 11:40:12 AM »

I continued to implement running spear attack, now it should hit three times in a row:

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« Reply #133 on: September 07, 2023, 10:47:42 AM »

I introduced a new enemy, the Green Knight, who is a stronger version of the Silver Knight, but uses a spear instead of a sword.

He has different attacks: a running attack where he strikes multiple times and a winding overhead thrust, which has a long but slow range, and finally a forward thrust.

Also, as with the Silver Knight, it shares blocking attacks with shield, a shield bash attack and a cure animation.

The block has a probability that it can be followed by a Heavy attack or a Shield Bash.

The Shield Bash is a shield attack that puts the player in stunlock. In this state the player can only cancel the stunlock animation with a dodge.

The cure happens if the Knight is with less than 50% health. The less health he has the more likely he will try to cure himself. The cure restores about 75% health. If he is too close to the player he will try to move away.

The cure animation is just over a second long so the player can hit him before he can cure himself. If he get attacked during the heal, the Knight will not try to heal after few attacks, and then he will try to heal again.

Also, I placed the Silver Knight in the Greybox map and tested it.



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« Reply #134 on: September 11, 2023, 01:10:17 AM »

Great, I'm glad to hear that! I admit I wasn't sure about the color green.

I feel at this point that I should note that I'm biased: green is my favourite colour. Tongue

Looking at your recent update, it seems like the Green Knight should be a tough foe! ^_^

Still not sure what the boss will be, whether monster or humanoid (more inclined to make it monster at the moment, so that I can indulge in the pattern of attacks).

That's fair! And it is nice to have the "excuse" to stretch what abilities a boss might have, I do think!
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« Reply #135 on: September 24, 2023, 09:39:41 AM »

Great, I'm glad to hear that! I admit I wasn't sure about the color green.

I feel at this point that I should note that I'm biased: green is my favourite colour. Tongue

Looking at your recent update, it seems like the Green Knight should be a tough foe! ^_^

Still not sure what the boss will be, whether monster or humanoid (more inclined to make it monster at the moment, so that I can indulge in the pattern of attacks).

That's fair! And it is nice to have the "excuse" to stretch what abilities a boss might have, I do think!

Yes, the Green Knight is very strong, he is not a mandatory enemy to fight, but if the player fights it, he will have a very useful item.
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« Reply #136 on: September 24, 2023, 09:41:29 AM »

The Green Knight is ready to be placed in the level greybox.

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« Reply #137 on: September 25, 2023, 01:12:24 AM »

Yes, the Green Knight is very strong, he is not a mandatory enemy to fight, but if the player fights it, he will have a very useful item.

Ooh, that can be a fun mechanic! I'm interested to take on the challenge, and find out what I get for it! ^_^
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« Reply #138 on: September 26, 2023, 10:17:44 AM »

I went back to iterate on the greybox level, I’m fixing the stairs since the enemies couldn’t walk on them (steps too narrow, navmesh didn’t like it).


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« Reply #139 on: September 27, 2023, 09:57:10 AM »

Placed enemies in the first tower.

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