Greyboxing level design continues, this time with the implementation of destructibles.
I made destructibles as fractures. They can be destroyed when the player attacks them. Same logic was done for enemies, with the addition that if AIs have a destructible in front of them they always have to hit it.
Also, I changed the player dash again. I had lowered the dash speed since it was too fast, creating a lot of motion sickness. Prevously, to prevent motion sickness, I had lowered it too much and the dash was very boring. I raised the dash speed again, but this time eliminating the motion sickness by greatly reducing the dash time (from more than half a second to ¼ second), I was inspired by the dash in Doom Eternal.
Faster dash could make you too much stronger, so I greatly increased the consumed stamina for dash, now you can’t dash 2 times in a row, and you have to wait 1-2 seconds before you have the stamina needed to dash again.
Also I tweaked the Lunge attack, since this also was creating motion sickness due to the combination of high speed and dash time.
I had to stop a bit with greyboxing, I have some performance issues to reach 60fps because of too many lights in the level. I am putting in various triggers for switching the lights only when the player enters the area.
I positioned the soldier with the crossbow, shooting the player from above while the 2 melee enemies attack the player. Also I placed a hole, there is a collider that kills on collision at the bottom when someone falls into it.
This week I stopped with the greybox to implement some gameplay things.
I added a new enemy, a soldier who shoots arrows from a distance. The arrows also destroy destructibles.
I also made some improvements to destructibles, including removing the collision with the player and enemies right after it’s destroyed. Plus you can now destroy destructibles using dash.
I placed a hole in the level, where there is a collider at the bottom that kills the player and enemies.
I spent the rest of the time placing various destructibles in the level.
Love seeing all the development updates and stages. Everything looks great so far and I can’t wait to follow the project more. Especially for the combat - it looks like a lot of effort is going into it.
This week I implemented a new enemy, the Soldier Swordsman. These enemies have much more health than the normal enemies. They have a chance to throw a Firebomb, which creates an area damage.
At the moment their attacks consist of two slow horizontal swings, and a side step where they can block player attacks (not implemented for now).
In addition, I created other destructibles such as chairs and tables, and placed them in the greybox level together with the Soldier Swordsman.
This combat seems perfectly created to make me question my gaming skills I have a talent for “forgetting” to block. Jokes aside, this looks like its shaping up to be really fun!