Milestone II - Well defined Combat & Collision System


Brief Overview
This progress is all about getting in gameplay involving basic combat between the player and the AI, interacting with the world by picking in items and using them as weapon to attack the target, and yes now the user can transit between different levels. The kind of task we focused on this month was designing and implementing visual feedback in form health bar for both player and enemies, the one for the enemies moves along the camera; combo meter that increases based on the player's successive strikes and counters against his foes; then moving on to radical game menu system that allows the user to adjust to their needs, pause menu allowing the player to exit, retry as well as access the options menu in between of the gameplay; stepping out from the realm of UI we have a smoother looking camera that follows the player now, we have strong Animation/Rendering system allowing the characters of the game to interpolate between multiple animations depending on their situation; and finally we have worked on setting up basic AI, with the NPC's navigating their way to target based on AStar algorithm, make it look real and life-like through flocking behavior and also build on token system where-in the director knows how well the player is doing. Stay tuned for more updates on SLAP engine, I promise its gonna be worth it! For now, let's take a seat back, and enjoy this beat-up type game.

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