Devlog 5 : enemy ai expanded


This week we created our game design macro chart and our burndown chart. These documents are used to set out our goals for the project and to establish a strict timeline and workflow to ensure the relevant work is completed at the right time. These two documents will help our production greatly. 

Moving back into the game’s production, this week we expanded upon our enemies combat system. As we plan to have boss type enemies in the future it is important for us to get the combat right. So this week we started with our regular enemies and one mini-boss enemy. Each enemy type was given a unique moveset of approximately 3 attacks each. These attacks were given fresh new animations and movement code. The attack triggers are also greatly expanded upon, now each attack has certain conditions that lead to an attack trigger such as the distance from enemy to player and the time in which the player is inside that attack range. This expanded enemy combat system creates a more difficult experience but is much more manageable as before the enemies were described as “broken” and “spamming attacks” , but with the new system players can exploit the enemy attacks so long as the player is skillful in their movement and attacks.

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