Enemy AI / Death State


Enemy AI / Death State

 

this one is probably going to be long (maybe not). figured out everything so far. before the enemy would recognize me in the detection zone and run after me, but was still a little glitchy. now it's working properly. I have it set up to control the speed once it's in "attack mode" (red). i added an animation of it getting hit which plays for maybe 1 entire frame, so good luck seeing it, and then i added the old CPU particle effect when they die. I had to do a couple of different things like timers to make sure it didn't get hit twice per frame and all these other small things i would've never noticed. i'm glad i figured it out. hopefully adding more enemies won't be too difficult.

next, I want to add drops from the enemies (currency mostly) but i have no idea how to do that. i kind of have an idea but i'm not really sure how to link it together or make resources for item dictionaries / databases n all that. using arrays and other coding lingo i have no idea about. it would be cool if every enemy had a low % droprate to collect something like "enemy data" where it plays the sprite and has some enemy info on it. maybe no one cares about that and it's just annoying to do.

before i add currency dropping, i want to figure out how to add an inventory system which i'm working on. it's pretty simple but kinda fkd up and not how i want it to be anyways. as long as it's functioning i'm ok

Inventory

got this big ass inventory UI on the screen, but it's showing up and the description is on the right. there's also a save and load function that doesn't work, but i was trying to understand how saves and loads work. i'll get back to that later since i want to add shrines as a save point, so i wouldn't even have it in the menu like this. still cool it's there

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