11/18/2014

combat against bats, wizards and those hammer guys

Here is a  new video showing off the wizards with their fireballs and the bats that are now available as enemies in the dungeon:



New in this video are also improved the combat animations for the main character. Instead of just moving the hand (and the weapon) now the whole character is animated to improve the feel of combat.

Every attack now has a range of damage, a critical chance and a critical damage percentage.

The combat texts have been changed a to better reflect what is going on: damage to the player is now red with a minus sign, damage to enemies is white and cirtical damage is yellow with a slightly bigger font.

Things planned next:
- new textures for the dungeon (reducing the amount of 90° angles drastically)
- objects like: barrels and health pools
- combat skills (I am thinking along the lines of swipe, stun, whirl, jump)

11/12/2014

first projectile: fireball

The wizard is now ingame and can attack the player with fireballs.

wizard casting a fireball at the player
The fireball itself is a blender model (a half sphere with a cone shaped tail) and it creates an alpha blended sprite every few frames of travel. These sprites have one of three random colors and fade out over half a second.
These sprites (and also the combat-text sprites and the hit-effect sprites) are never destroyed but kept in an array and the next effect will reuse the first currently invisible sprite and only create a new one if no unused sprite is available.

I was looking into three.js particle systems (which are now actually named point cloud) for the animation effects - but in the end I went with simple sprites because it's easier to handle. The amount of sprites can be increased on the fly (this is not possible with point clouds) and also the amount of particles/sprites needed is so low that it does not (yet) matter performance wise.