More combat
AI and combat
Last week I once again worked a bit on combat. A lot of it was simplifying the logic and making fighting enemies feel good. A lot of player feedback and all that.
Hope this week I can just show some combat .gifs to keep everyone satisfied!
Environmental damage
I could not resist adding some environmental damage to the game such as spikes you can push enemies into (or walk into yourself if you so desire) and some destructible cranes:
![](https://www.aronsadventure.com/blog/img/nov2017/crane.gif)
Ranged enemies
I continued setting up damage for ranged attacks. Blocking ranged attacks reduces the amount of damage the player takes and blocks weaker attacks entirely (such as thrown daggers).
![](https://www.aronsadventure.com/blog/img/nov2017/arrowblock.gif)
Arrows can of course be dodged as well!
![](https://www.aronsadventure.com/blog/img/nov2017/ranged.gif)
Melee combat
Enemies now have much improved attack management, or how they pick if they should attack. A small group of enemies will be more aggressive and a large one may not have all of the enemies attack at once.
![](https://www.aronsadventure.com/blog/img/nov2017/attackinggrunts.gif)
Enemies now have fully implemented hit responses for all types of hits, from ranged to explosive. They also have different death animations depending on how they fall down.
![](https://www.aronsadventure.com/blog/img/nov2017/combo.gif)
Bonus .gif!
I might make this a weekly thing, where I share something fun with everyone.
![](https://www.aronsadventure.com/blog/img/nov2017/running.gif)
Hope you've enjoyed this update :D
Until then!
-Tom