Sondre Selsaas - devlog week 5
Hanafuda Samurai » Devlog
This week I started working a lot on the final boss level. I created the witch and prepared some base animations for the final fight. I am thinking the fight will progress as a finite state machine, so that the witch will change her fighting based on certain conditions like remaining health and maybe perform a certain attack every x amount of times she takes damage. I have finalized two states now. One state she flies in a pre-fixed pattern and shoots charges towards the player.
The other state she teleports to a random point in the level and emits charges in a circle around her. See picture for clarity.
I am also planning on making a state where she charges towards the player.
Get Hanafuda Samurai
Hanafuda Samurai
Status | Prototype |
Authors | JohnFox191, aochilam, pedro_jpg14, Selsen |
Genre | Platformer |
Tags | 2D, Metroidvania, Pixel Art, Roguelike |
Languages | English |
More posts
- Pedro Pérez - Final DevlogJun 24, 2023
- João Raposo - week 19 JuneJun 23, 2023
- Chi Lam Ao - Devlog7Jun 23, 2023
- Sondre Selsaas week 7Jun 23, 2023
- Sondre Selsaas week 6Jun 16, 2023
- Pedro Pérez - Devlog Week 6Jun 16, 2023
- João Raposo - week 12 JuneJun 16, 2023
- Chi Lam Ao - Devlog6Jun 16, 2023
- João Raposo - week 5 JuneJun 09, 2023
- Pedro Pérez - Devlog Week 5Jun 09, 2023
Comments
Log in with itch.io to leave a comment.
Are you using your own implementation of a state machine or are you using a predefined one?
Sorry for the late response. Currently I am using my own version that utilizes the "match" function in GoDot. This is like the switch case functionality in C, and I then have sub functions that monitor stuff like health and amounts of hits taken, to update the current state accordingly. For the animations for the witch, I am using a built in state machine for the animationTree, so that I can do simple transitions for the animations. For ex: if the witch takes damage I set the transition condition to the hurt animation, and the animationTree then proceeds to this hurt animation if this condition is set, and back again to the idle state. I attach a picture of the animationTree state machine, and in the code I set the transition conditions between them.