16/03/25
Enemy Encounter
Welcome back to my devlog series on Knight Veil. This week i will be working on the enemy AI. This part of the development was very hard for me to program and to stick to my schedule of having a playable vertical slice of a game I had to get this done this week. My goal is to include at least some variety in the enemies and a boss battle.
I inherited most of the animations and weapon and damage system from the work I did on the player. I used this as a start for two basic enemies that have a single sword and a dual sword. Implementing basic designs such as patrolling aggro detection. Also allowing the player to escape from them turning off the agro when you are no longer detected for a while.
The main challenge was making the enemies harder to beat because I initially programmed them to hit the last location the player was in but the player simply needed to move in any direction to avoid the attacks. This issue was carried out to the boss enemy as well so implementing a rotation to every attack was necessary. For the first third of the attack, the enemy rotates in the playerβs direction making it much harder and more realistic whenever a combat situation happens.
I successfully made basic enemies that respond to the playerβs movement and actions. I added a large variety of attacks to the enemies and made it as varied as possible. However, time now is the biggest problem and I have to leave this part of the development to have a finished game. Next week iβll be implimenting the finishing touches to the game so that i may have some time to build a level and playtest it.
Knight Veil
β
Knight Veil β
23/03/25
Twenty