Init



2024-08-04

Completed: 4-Directional DodgePlayer Target Lock system

Using Animation slots for attacks?

I have also played around with using animation slots with using 2 slots for “Default” and “Hit”. The point was that I was going to make was when I use StopSlotAnimation I wanted to subscribe to the next AnimationUpdate then play the next animation. The problem was that it was defaulting to the T-pose when transitioning for a few frames. but I manage to get it to the point that I wanted to.

Target Locking indicator

I tried adding a SpriteRenderer to the enemy. Here are some thoughts:

  • When SpriteRenderer was added, the sprite was being drawn behind the enemy. Maybe switch to using UICanvas?
  • Highlighting HP bar
  • Make the Mouse Y input to only move above the neck
  • Or maybe just dont do the sprite…

Directional dodging

  • Need more dodge animation for 8-direction. (I dont wanna learn Blender)

…. Maybe I buy animations Edit(I bought 3 sets sadge)


2024-08-01

I have implemented the basic combat, locomotion, and weapon interaction. Currently, I have introduced Blocking and parrying. But the problem is that the dummies dont have the Weapon Prefab attached and the aniamtion event of the weapon finds the player instead of the baseunit. I could either make an interface or direct call. A problem for next time.

Previously implemented (From July 23 2024 till August 1 2024):

  • Player locomotion
  • Base Combnat
  • Health System
  • Idle, Blocking, Attacking Dummy
  • Attack Combo string

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