I've been working away at the combat and have run into some very annoying problems, covering just about every part of my combat so far. However as of right now the player can start combat, a random number of zombies stumble into combat, if there is more then one it shows a chibi of the waiting zombie type. The player can select both their melee and gun, and once both choice are accepted the player does it's two attacks.
If the zombie is alive at this point the zombie then picks the attack it's going to do, or possibly even heal itself, and then plays the corresponding animation. The player can kill the zombie resulting in it's death animation and if there is a waiting chibi, it will walk forwards to take the previous zombies place. Once it gets to the right location, it stops moving, one of the three possible zombies from the chibi's zombie type is spawned and the chibi is removed. It then checks to see if there is another zombie waiting, if so it then adds another chibi and combat starts again.
Tomorrow I'm going to work on adding in the 'snack' option for players to heal themselves along with fixing the zombies healing so that it is fully effective. (See video for glitch)
This blog reflects my progress that I make on different projects as I work my way though them :D Wish me luck
Showing posts with label zombies. Show all posts
Showing posts with label zombies. Show all posts
Sunday, 8 April 2012
Wednesday, 21 March 2012
I think you lost an arm there....
Working on combat, I have a lot of other projects on the go now so it's not going as quickly as I wanted. The zombie that appears is randomly selected however it's only currently from a list of three. A function is then called inside the enemy class that assigns all of it's stats like attack strengths, hp and lvl.
I was able to get to so that the player can scroll through the weapons they currently have, select which they want then attack. It plays the corasponding animation and the selected weapon appears in their hand. The 'blood level' in the zombies heart also goes down depending on what percent of it's maximum hp it's currently at. After the melee and gun attacks have been made it plays a function in the enemy class that; using data like it's different attack strengths, it's current hp, the players current hp and a bit of random math; chooses an attack and plays that animation for either it's ranged, melee or healing. I'll update with a video later :D
I was able to get to so that the player can scroll through the weapons they currently have, select which they want then attack. It plays the corasponding animation and the selected weapon appears in their hand. The 'blood level' in the zombies heart also goes down depending on what percent of it's maximum hp it's currently at. After the melee and gun attacks have been made it plays a function in the enemy class that; using data like it's different attack strengths, it's current hp, the players current hp and a bit of random math; chooses an attack and plays that animation for either it's ranged, melee or healing. I'll update with a video later :D
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