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New video!

New video!

https://drive.google.com/file/d/1JcQ0WK14v9J_pJ9KGP3UuLs6gPMfvZLw/view?usp=sharing 

(If embed isn't working)



I must admit, it had been a while longer than I had originally anticipated since my last update, but rest assured - and as you can plainly see - I am still working on this project and will continue to see it through, with, or without any delays or setbacks, of which this time there were quite a few.

I had to fix a few things with my scripts, as well as work with Unity's built-in collision engine which requires some foreknowledge to use efficiently without everything being TOO *janky*.. But now we have a fully implemented attack system for the player, and in so completing this task, the roadmap for enemy AI can now be undertaken!

Features detailed in this video are;

force driven knockback
better damage popups
enemy healthbars

melee + projectile based attacks

Aiming Reticle + Cooldown of attack displayed on said reticle

Different types of Projectile (single target, multiple target, melee, etc)

Also; to those wondering about the possibility of turnbased combat; a more advanced turnbased system may potentially be in the works further down the line if demand and interest in it is sufficient, but for now, I intend to develop map battles akin to RPG's more in line with classics like Zelda for the time being..

The reason for this is purely from a game mechanic perspective, and it's not off the table entirely, I just want to focus on *implementation* first and foremost.

Thoughts and feedback are, as always, very welcome, even encouraged.

Thank you, all and happy holidays!

New video!

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