Beware of the enemy


During the second week, I had been working on the enemy.

I implement a state machine for my enemy's behaviour (idle, follow, attack). I had pretty much fun on this part, adding animations to the enemy, making it feel alive, and for sure will be a big opponent to the poor Takito.



I implemented a hit animation for my player to display when it is attacked by the enemy. However, I really suffer a lot on this part due to the player attack animation and the player hit animations that don't look synchronizing in the game.

To fix that delay and overlap between animations, I use animation events to decide when an animation has to be played. It was a great solution and super useful to handle the damage that the enemy applied to the player.



At this point, I was doing research on how to implement scriptable objects for my power-ups. This topic was one of my favorites during the boot camp, along with the API implementations. 

Another thing was that I realized that I wouldn't have time to implement combat between the enemy and the player, so despite making the combat animations for Takito, I decided not to use them in order to have a level of the game terminated.

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