Hello again!
This is the third entry of my development blog for my project 'Tracked Mind'.
I have been focusing on updating the melee weapon systems for both the AI and Player. The Player's melee system which used to be a placeholder has now been changed completely and is more accurate, the previous version had some problems with the hit detection. The ability to block/parry the AI's attacks has been updated as well. One of the bugs with the previous version was that the Player would be able to block the attacks while looking at the wrong direction. Happily that has been solved now . I also updated the recoil for the guns in the game. Now the Player will benefit from trying to learn how the recoil affects the aim.
So far the enemies in this version are mostly walking around until they see the Player, at that point they run right at the Player. I added a new enemy that is focusing on ranged attacks, they are not meant to do a lot of damage but to increase the Player's Stress meter.
I'm thinking about adding the ability to do a short backwards dodge which will consume most of the Player's stamina as a last attempt to avoid damage. What do you think about it? Will it make the melee combat too easy?
New this time? Here are a few things:
General changes
- Big updates to the melee weapon system for the Player and AI.
- Added the ability to do headshots on enemies.
- Added a new enemy that focuses on ranged attacks.
- Changed the melee system for the Player.
- Tweaked the bullet spread again for the pistol and shotgun.
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Updated recoil for the guns.
Bug Fixes
Fixed a bug that allowed the Player to block melee hits while looking in the wrong direction.
Fixed a bug in the Player's Melee hit system which would make it impossible to hit the enemy if they got too close.
Other minor fixes.
/Mikael Henriksson
Probably something you would need to prototype and playtest to see how it works out.