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Project Impact #2 - Bosses, AI, Levels all in 30 Days

hey guys! Another Game update; apologies for not really posting that frequently recently, but Here's to let you know that I wasn't idle the whole time.

Key Additions to the game

Enemy Behaviors - Even with the rules of combat somewhat specific; There was still room to allow variety with each type; A dynamic Enemy behavior framework was created to allow me to switch as I design the level, the enemy injury threshold. attack frequency, Combo frequency, Feint frequency and Weapon type

Multiple Transversal Mechanics - To keep the map interesting, Transversal behaviors like parkour, climbing were added to the game, This allows me to create verticality to the game and keep it from being stale. Also, its fun just to parkour around!

Modes of Travel - It took a while as creating ship models are a nightmare and making sure navmeshes dont bug out, but It was implemented albeit not as polished as I wanted to right now, but Ships are definitely a core to the game

Bosses - Separate from the enemy framework, specified code was added to these enemy types as I wanted to make Some good memorable combat

Anyways, I hope you guys enjoy the new additions. I've been going at this at full speed. Definitely something new gets done everyday, 

I'll definitely try my best to make this as often as I can, I'm thinking of more ways to make it more interactive, but honestly guys, I'm kind of a social media dumb dumb lmao, This shit is hard man XD But I'll try my best.

Anyways if any of you got any suggestions, Discords always open, send me a DM,

That's that for now, Happy Gaming! Happy Modding!


Project Impact #2 - Bosses, AI, Levels all in 30 Days

Comments

crazy, you're making your own game over there.

Daniel Stuto

I don't know if I'm even skilled enough to say this XD but if Anyone's interested in learning Unreal, or wanna know where to start, Discord's Always Open :)

ADRI


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