Welcome back! Just a tad late, however there was the crucible post as well so I think this is fair :D...
I did mention the new enemy AI in one of the earlier posts and also alluded to it in the crucible announcement, but what kind of enemies do we have exactly? Well, I'm aiming to answer that today.
Above we can see the enemies in the game currently (apart from one whoops).
First, let's tackle the normal enemies and then we'll do the bosses.
In the bottom right, we have two similar looking dudes - they're bouncers. They're part of Payne Jones' team (We'll get to him later) and they're your basic enemy types. The one with the slight blue dots on him is a communications officer variant, which can call in backup so you definitely want to prioritise him first. The normal bouncers however are highly agile and will sometimes dodge to avoid getting shot. Both of them however do seek out health when low, so make sure to not get your health stolen at nearby health stations.
Slightly to the left of them we have the brute - they're fast, tanky, and do a lot of damage so you will need to out maneouver them in order to defeat them. They also usually have heavier weapons - currently there are two brutes, one with a Cataclysm (shotgun) and one with a Moonsight (high caliber sniper rifle). He also seeks out health when low, and also takes cover sometimes.
To the left of him we have exploding barrels, which are super satisfying to explode because instead of all dying at the same time, they chain together which means you can see a wave of explosion happening and demolishing anything on screen. Because they are also physics based, you can push them around and position them correctly to deal with stronger foes, if you don't have the weapons available.
Up above the helicopter we have 3 drones - they're super fast and attack really quick, but do relatively small damage and have low health. Due to their light nature, they get affected by recoil a lot, so even they have trouble controlling themselves.
Now to the bosses! First and weakest one is Payne Jones on the right - he has a shield which you have to destroy first before he can take damage. This shield can only be damaged from the front so you're in danger of his high damage shotgun, but he is relatively slow and easy to deal with. However, he also has a pulse attack, which shoots an expanding pulse from himself into the surrounding area, hurting any of his enemies nearby him, so don't get too close.
Next we have the ATTACK HELICOPTER. It's a helicopter, it's got a spinning propeller, it shoots an accelerating missile which tries to follow you, and it also has a machine gun similar to the drones. However unlike the drones, it has a lot more stability so will not be pushed back by its own recoil so much. It is also pretty fast so you have to move around smart around it.
Finally, we have Razor. This is an experimental tank created by the Union to assist in peacekeeping efforts. It has a rotating cannon turret which targets its enemies, and 2 ion beams at the front of its body, which deal damage over time to any enemies standing inside it. Better be careful - it's slow turning but if you have both the turret shooting at you and the laser pinning you down, it's hard to escape properly.
Apart from each enemy having their unique quirks, the state machine behaviour I explained in one of my previous posts allows me to do some pretty funky stuff, like for example some enemies being able to find cover when they are attacked, or dashing away from projectiles or even running to the nearby health stations and using them to heal themselves.
I hope this post makes sense and gets you hyped up for the game.
Talent Tree (10point/20point/50point/100point system New Map Events To Collect Talent Points New Map Misty Shores 2 New AI (Bomber and Range Spell Caster) New Uncommon Gear To Crafting System New Crafting Material Emerald Map Transition New VFX Effects Character Selection Menu (Ranger and NecroMancer) Coming Soon
As I believe I had mentioned before, I had asked Tom to go over our old art files and bring them in line with the standards we’d established since their creation - with some unexpected benefits I want to talk about today.
Without going on a long explanation, I had mentioned before that many of our game files had been developed over years, leading to some having been created with completely different techniques and standards than others. Considering my ongoing efforts to bring things in line with our current standards, I had asked Tom to go over the old assets and modernise them accordingly.
As a result, however, we were able to create two big improvements for the foliage in general: more consistent normals, and windmapping for the tree trunks of foliage.
The first of these is a result of reapplying a new technique to old foliage. While our newest foliage already had fairly consistent normals, some of the old trees still had their branches with normals coming out at right angles, leading to a much less natural look. With the update, the foliage overall will look more consistent and natural, and less jarring in terms of the lighting.
The second improvement comes from moving the windmapping from a texture based approach to a vertex based approach. With this, we can now also add wind to our tree trunks, making them sway together with the branches. This is of course a nice visual improvement, as it adds to the world feeling more alive, and since we are building this from the ground up, it has allowed me to also get more control over the wind in general - making it consistent across the world, with pockets of stronger and weaker winds aligning much better.
It will still be some time before all of this has been updated and I will upload the changes - but we are getting a little closer every week.
Oh something we sat up brothers Isn't it time for us to take a walk Rus' is young, strength is immeasurable Give me a horse and a good sword Ratyu let's go and chase the enemy Young Rus' is dear to the heart Yes, it is not proper for us to sit in the huts Give me a horse and a good sword
BROTHERS AND SISTERS, ALREADY IN SEPTEMBER WE WILL SMASH UP LIZARDS NIT FROM THE NORTH EARTH, SO DON'T FORGET TO FOLLOW THE NEWS ON THE PROJECT PAGE, JAAAAAAARL!!!!! ːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ːːrjumendoka2ː
Fixed: - B button bringing up bugging build system - consume option on knife :S - full screen toggle on reopen fixed - enemies now follow up and down the stairs - enemies no longer walk through walls - items no longer load halfway under the floor on re-entry of a building
-New Mode: Laser Tag -New hats: Banana, Bubblegum, Mohawk
-Fixed Shoes colour changing to a different colour upon going to lobby. -Added settings to pause menu. -Added reset to default button for each section of settings -In-game lobby list should now update while you have it open -Host can kick players using the in-game lobby list -Adjusted post processing on Moon -Fixed Durag colours not displaying properly in-game. -Fixed slap sound not playing while tagging in Infection and Hide and Seek. -Powerup trails should now be visible to all players -Added object pooling to improve performance -Eliminated text disappears when you start spectating and is replaced by the IT text -New Main Menu song -Improved UI compatibility for multiple resolutions.
Laser Tag is MULTIPLAYER ONLY for now as setting up Solo support will take extra time.