Week 3: Adding sauce to the punches
Improved AI. Goal is to make combat feel immersive through a simulationist approach to enemy behavior.
Brought some weight to the combat and it immediately felt much better.
Experimented with shading for a bit.
What shipped
- hit VFX
- slow-mo on finisher / grab
- reworked combo system
- AI overhaul
- death system
- rendering: camera perspective + SSAO + cel-shaded stone walls and cobble ground
- environment: crates, walls
- seeded RNG
Misc
The AI is getting complex and it's only going to get worse. I will need to rework it because it doesn't satisfy some of my requirements yet:
- AI patterns must be easily tweakable, so I could create different copies with matching behavior.
- It should be easy to integrate a new ability into the behavior scheme. What I have now works fine so I just need to rewrite it in a different way.
Tried to add ragdoll on death but it's not that easy, so there's now a death animation.
Spent almost a day on rendering. Got some nice result but I barely understand what all this shading talk means.
Next week
- AI refactoring
- animation work
- squad AI
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