Week 5: Fighting a crowd
We're making a fighting game now. But the Squad AI is in anyway.

What shipped
- Squad AI
- lock-on and target cycling
- perspective change
- HUD
- cel shading stuff
- strafe and backwalk locomotion
Misc
I expected Squad AI to be much more difficult to make but I guess my Cortisol AI framework is just that good.
I figured the game must have lock-on so I played with camera perspective a bit, tried the side view and kinda liked the outcome, so I will try to design the game around it now. So I guess more fighting game mechanics are coming.
Had some fun with the HUD. Probably should've done this sooner because it gives a lot of information and feedback and it just feels better to see your enemy's health wither away under your relentless pressure.
Fucked around with the shading but I don't fully understand it and I don't want to waste too much time on it because it may be redundant until I have real models I'll use in the game.
Next week
- combat mechanics: poke, combos
- maybe superpowers finally (?)
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