19/10/24

Slash Attack

Welcome to my 6th entry. This week is all about making the simple slash attack. The most basic form of attack in the ga. Also making the turn animation more polished as discussed in previous entries. 

My main solution to incorporating the extra animation when turning was to add a directional arrow, which tracks the direction it’s pointing towards and stores that information. However, this wasn’t a game breaking feature and after a short while, I chose to quickly move on to a feature which the basic prototype couldn’t be without. The slash attack. Incorporating this needed a health system and a basic enemy to register these attacks. 

There were no real issues with implementing the health and damage system however I was not happy with the quality of animations used so I spent some time implementing a more fluid pixel stick man animation that I refined in asperity from the asset market. This was the right move because it allowed me to develop more on my design whilst programming instead of using adaptive that are completely not fluid with the design of the game. 

Currently, I have a basic health system and a damaged system. However next week I want to add the second type of attack to make the prototype have variety.

This week was an overall success because I decided to move on from something that is not currently relevant, focusing on the combat which is what the game revolves around.

Knight Veil

β™ 

Knight Veil β™ 

26/10/24

Six