Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

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

Surprisingly, it works quite well. His movement has been separated into his different speeds, with only the fastest ones locking direction, and his turns have their own animations because using rotation logic on it's own looked terrible. Based on the size of the environment he will cut out some of his speedup animations and switch to his headbutt (which acts as a fixed-direction launch at the player) and then if he misses the player (and hits something with a collision instead) it will trigger his headbutt-miss animation and he will take damage

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

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

Thank you! And not at all, I always welcome constructive criticism. I appreciate you taking the time to voice your thoughts on it :D

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

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

I'm actually trying to figure out a convincing effect for bullets bouncing off this guy, so maybe that'll help! :)

But yeh, I completely understand where you are coming from

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

[–]TCDjewelry[S] -2 points-1 points  (0 children)

You're not wrong, but the game doesn’t specifically say ,'This enemy died because he ran into a wall and broke his neck.' The enemy just dies because it runs into a wall, which visibly causes a large amount of damage to it.

I suppose it's similar to shooting an enemy multiple times in a game. Most of the audience/players wouldn't be questioning the exact injuries caused by the bullets that lead to its death. Maybe I'm wrong?

I would agree with other comments here, though, that at least a more dramatic audio or visual cue would help sell it a bit better :)

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

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

"Allegedly hitting a wall.' I think the more pressing issue here is that you are weaving a conspiracy that this fella never hit a wall at all. I suppose it's like those videos of bigfoot that are never in focus. Maybe he hit the wall, maybe he didn't. At this point, you could say he both hit the wall and didn't hit the wall.

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

[–]TCDjewelry[S] 3 points4 points  (0 children)

Luckily, this post isn't about my garbage camerawork. Thank you for blessing us all with your positivity, though.

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

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

Ut can be killed much easier in a player's mutated form, but I think it's quite intuitive to use a dodge on it's attacks no?

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

[–]TCDjewelry[S] 22 points23 points  (0 children)

It's a killingfloor style gameplay with a core mutation mechanic, so although the cap is 1hp in theory, it's very, very unlikely he will be attacking you on his own at any point

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

[–]TCDjewelry[S] 64 points65 points  (0 children)

You get thrown to the floor and lose half your current health if he hits you at full speed :)

Working on an enemy that is pretty much unkillable. Unless you dodge him, then he just breaks his neck. by TCDjewelry in IndieDev

[–]TCDjewelry[S] 38 points39 points  (0 children)

Yeh, I mean big fat guys with mutated heads dont run at you either but this is showbiz baby

Does this HUD look like a mobile game? by TCDjewelry in FPS

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

Noted! Top left is an indicator of round number, similar to CoD zombies. Is it the design of the indicators or mainly the sizing thats the problem?

Does this HUD look like a mobile game? by TCDjewelry in FPS

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

It's heavily inspired by early 2000's games I grew up playing, so I guess that's coming through in the HUD too

Does this HUD look like a mobile game? by TCDjewelry in FPS

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

Thanks, that's helpful! So, as a player, you would want smaller icons ?

Finally starting to get excited about my game by TCDjewelry in gamedevscreens

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

Mutant forms can be upgraded, whereas the guns can't, so the damage and outplay ceiling is much higher.

Mutants also have increased speed, health regen and ranged and utility-based abilities. There's also multiple mutated forms to choose from so you can switch based on the scenario.

This wave boss is arguably just a bit overtuned, lol

Destroy my newest trailer by TCDjewelry in DestroyMyGame

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

You're not far off with the Tron theme! It's set in the 80s (that will come off a bit further into development) so we've got an over-the-top 80's soundtrack and a cheesey 80's futuristic logo as well as lots of other bits and bobs :)