Posted a new demo with the updated character controller on itch. Please post feedback and bugs in the comments! https://t.co/yn7zkMjMle #unity3d#madewithunity#indiedev#indiegame
converted our character controller over to Kinematic Character Controller. now feels super snappy! ironing out a couple bugs and then we'll hopefully post a new build next week #madewithunity#unity3d#indiedev#indiegame
Third system is the target selection. Similar to the enemy aggro it takes all possible targets and weights them by value, ie: on camera? In front of player? Then selects the closest target with the highest value
We made a GIANT leap in our combat design from something more cut and dry and dark souls like to a more kingdom hearts type system where there’s a little helping hand that pushes you towards you focused enemy
Second system is an enemy horde manager so they don’t bunch up too much on you. The enemies will spread themselves out, roughly maintain distance from the player and if given time will circle up surrounding the player
First system: was the player needs a new movement state where you’re being pulled towards your combat target. But to just the right distance so your strike connects properly
So that’s like 3 systems that got way more complicated. I’ll detail them below but it went , in the course of a week, from “this is pretty good” to this is SO FUN! I want to play more. Lots more!