Citizen Pain | First-Person Action Prototype

I start implementing a new enemy, the Soldier Spearman.

Attack animation for the Soldier Spearman.

Spearman’s lunge attack, has a very long range.

I finished with the Spearman, I start implementing a new enemy, the Knight.

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Hey again @Ordnas006,

Hope you’ve been well!

Just popping in to say how awesome this knights gear set looks. Especially those shoulder pads. Seeing these updates so often always gets me pumped to see more.

Sending lots of support! :slight_smile:

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Hey there @Ordnas006 !

Just popping in to say I’m amazed at the progress you’ve made! I was just catching up and watching you go through the levels certainly looks fun and I’m excited to see how it further develops. The combat system seems very smooth and I enjoy all of the additional updates.

Keep up the good work and please be sure to take breaks!

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Hey @PresumptivePanda , thank you for the kind words and support! :smiley: The knight is part of the Paragon Content released for free by Epic, I agree it’s very awesome!

@The_M0ss_Man, I’m glad that from the video you can appreciate the combat system, I’m spending a lot of time on it, and your word makes me so happy. :smiley:

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I have included a new enemy, the Soldier Spearman. Compared to the normal Soldier, he has a spear that allows him to strike from a greater distance. He has 3 attacks: the Quick Jab, a Heavy Attack and a running attack.

In addition, I have started to implement another enemy, the Knight, but I am still in the early stages.

I have also added the Rolling Boulder in the Greybox map, moving it using a Sequence, and placed more enemies in the map.

I have fixed various various bugs, but I still need to fix some of them (also visible in the gameplay video).

The Knight during the Thrust attack animation.

Knight’s Heavy Attack. Compared to the Thrust Attack which has a 40% chance of performing the attack only from far distance, the Heavy Attack can be performed more often but only at close range.

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Close-up of the Knight during the Swing Combo attack.

Added the other animations that were missing (like the hit stun). There is still a lot to do for the Knight, his moveset is more complex, as he is almost a mid-boss.

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Launch animation after a frontstab, where the knight is thrown to the ground.

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I start implementing stunlock, when an enemy’s attacks causes you to temporarily be paralyzed, leaving you vulnerable to consecutive hits.

I add the Stunlock to the Player’s FrameData datatable (110 frames of stunlock, Dash can cancel it).

Animation for the Stunlock, compared to the Parry I moved the shield more upward (than sideways) to emphasize the stun, and I will move the sword behind so that I emphasize that you can’t attack.

This past week I implemented the Stunlock: in particular cases (like when the player’s stamina is over), an enemy’s attacks causes you to temporarily be paralyzed, leaving you vulnerable.

Stunlock time is about 2 minutes, but it can be canceled with a Dash (reducing the Stunlock by half a minute), so you can dodge some of the enemies’ attacks at the last moment.

I put a slight camera shake and an animation where the sword and shield disappear on screen to emphasize the Stunlock.

In addition, I added a new enemy, the Silver Knight. It will be a kind of mid-level Boss, and there will be only one in the game.

It has 3 attacks: Heavy, Thrust and a Swing Combo attack. He often walks, but if the player gets too far away, he starts running.

It’s not completed yet, I’m just finishing implementing a couple more features (like the ability to send you into Stunlock and the ability to heal himself when his life is low).

Silver Knight animation for the Shield Bash attack, which breaks the player’s guard.

ShieldBash attack.

Implementing the Heal for the Knight: once injured, he will try to heal.

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I HATE when mobs have healing mechanics during a fight, but its such a cool bit of immersion if done well. The frustration is honestly half the battle :joy:

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