Bad Heroes - Devlog

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.

Updated visuals in combat

What shipped

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:

  1. AI patterns must be easily tweakable, so I could create different copies with matching behavior.
  2. 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


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