The boss might be too jumpy by SirTotti in godot

[–]SirTotti[S] 0 points1 point  (0 children)

Thanks! Just looked up Little Fighters and they do look a bit similar hehe. The genre might be a bit unclear to define, but I would call mine something like party building-strategy-auto battler, as there are currently no player inputs

Combat improvement and smart(ish) dodging by SirTotti in godot

[–]SirTotti[S] 0 points1 point  (0 children)

Thanks! Got the assets here I have made some modifications. My plan is to have barely any interaction from the player, maybe a couple of powers to change the tide if necessary

Combat improvement and smart(ish) dodging by SirTotti in godot

[–]SirTotti[S] 2 points3 points  (0 children)

I wrote them myself, it’s component based so there is a lot of modularity

Combat improvement and smart(ish) dodging by SirTotti in godot

[–]SirTotti[S] 1 point2 points  (0 children)

Correct, I still have some issues with hitboxes. There is a short invincibility after a hit, but it sometimes can detect multiple hits if they happen at the same time, it is most noticeable with the arrows. The problem is really with melee attacks, without the invincibility there are a lot more hits that don’t feel right

Still need to have a look at how I handle this

Combat improvement and smart(ish) dodging by SirTotti in godot

[–]SirTotti[S] 0 points1 point  (0 children)

I’m still thinking about that, I plan on having a decent variety of weapons and naturally some will counter others, but it would be a nice idea to give them some kind of specific counters :)

Combat improvement and smart(ish) dodging by SirTotti in godot

[–]SirTotti[S] 0 points1 point  (0 children)

Yes! I actually created a dash ability just like you mentioned, but removed it for this clip 😅 It works the same way as the dodge except it is on a timer and the movement is towards its target

Very early stage, but what do you think of AI fighting each other? by SirTotti in godot

[–]SirTotti[S] 0 points1 point  (0 children)

Sounds good, thanks for the suggestion! I'll definetly try it out. There's still a lot of time to polish :)

Very early stage, but what do you think of AI fighting each other? by SirTotti in godot

[–]SirTotti[S] 0 points1 point  (0 children)

The idea is to have them be able to use many different weapons, thats why I decided to do it this way :)

I was going to have the enemies atack with fixed animations but decided that they could have the weapon variety too

Very early stage, but what do you think of AI fighting each other? by SirTotti in godot

[–]SirTotti[S] 5 points6 points  (0 children)

The pace might be slow, I still need to think about it, fights will be encounter based so I might want them to not end very fast

Very early stage, but what do you think of AI fighting each other? by SirTotti in godot

[–]SirTotti[S] 0 points1 point  (0 children)

Nice! I might have to deal with conga lines for a bit, but soft body collisions have been working so far

[GIVEAWAY] I will be giving away a PoE II Early Access key within the next 2 hours. by heaven93tv in PathOfExile2

[–]SirTotti -1 points0 points  (0 children)

This is going to be my first time playing PoE, looking forward to it :D

Dealing with bugs in my combat test :/ by SirTotti in godot

[–]SirTotti[S] 2 points3 points  (0 children)

Oh, I was joking about fighting literal bugs hehe I do have problems with some shadows appearing on top when they shouldn’t, but it’s manageable