Here’s some more gameplay, showing the dodgin i’ve been working on. I’m still figuring out a way to leave a player trail to better indicate the dodge.
Besidethat i’ve redone some animations and made skellies a little bit more anatomically correct. I want to try some artstyle experiments, but i’ll probably do it on ghouls first.
I’ve also found and fixeda glaring hole in enemy BT, where they got stuck doing nothing, or forced to do retreating when there were attack tokens available, so now they are more active, while keeping the engagement logic i’ve made and they now can pick one of the top % of suitable attacks, making them more varied and not trying to headbutt you all of the time.
Now, the only real issue is enemies being pushed away by the player pawn, something i don’t want at all, since i’m relying on close pawn contact a quick googling did not yield anything, so i’ll try experimenting, but maybe i’ts me doing something wrong (as always).
in-between all of this i really need to make a backup and clean up all of the stuff that’s left over lying around in blueprints, since i feel like i’ve finally found a thread that works.