Citizen Pain | First-Person Action Prototype

@PresumptivePanda Haha, yes, I can understand, in fact that’s why I put it :laughing: It’s the only type of enemy that can heal itself in the game, so it shouldn’t be too unbalanced. Plus the healing animation takes almost 2 seconds, so it’s quite feasible to hit him in time.

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Implemented Knight behavior that, if the player is too close, tries to back away before healing.

Mechanics and Gameplay??

Can’t wait to see it in action! :slight_smile:

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The Knight when advancing always has the shield up to block attacks.

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Knight’s block with particles:

I am adding a Knight counterpart, which is more dangerous and uses spear and shield.

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Winding thrust attack, powerful but slow attack, so easier to avoid.

Hey there @Ordnas006 !

It’s been some time since I last popped in but I must say again your work is always fascinating. I love seeing the new motions you’ve implemented and the new armor is amazing! Will we be able to get the panther armor in that color green?

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@The_M0ss_Man Thank you! Unfortunately no, the player character won’t have customizations (and so neither will the green armor). It would be an additional amount of work, maybe for the next game I will include that :slight_smile:

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Running spear attack that hit multiple times:

I continued to implement running spear attack, now it should hit three times in a row:

I introduced a new enemy, the Green Knight, who is a stronger version of the Silver Knight, but uses a spear instead of a sword.

He has different attacks: a running attack where he strikes multiple times and a winding overhead thrust, which has a long but slow range, and finally a forward thrust.

Also, as with the Silver Knight, it shares blocking attacks with shield, a shield bash attack and a cure animation.

The block has a probability that it can be followed by a Heavy attack or a Shield Bash.

The Shield Bash is a shield attack that puts the player in stunlock. In this state the player can only cancel the stunlock animation with a dodge.

The cure happens if the Knight is with less than 50% health. The less health he has the more likely he will try to cure himself. The cure restores about 75% health. If he is too close to the player he will try to move away.

The cure animation is just over a second long so the player can hit him before he can cure himself. If he get attacked during the heal, the Knight will not try to heal after few attacks, and then he will try to heal again.

Also, I placed the Silver Knight in the Greybox map and tested it.

Hey there @Ordnas006 !

I totally understand and thank you for explaining it to me. After seeing the most recent video on the Green Knight, I do appreciate that we will see these enemies having differing difficulties but using separate colors. I know I personally find it fun to the story and mechanically when one can differentiate and learn the capabilities of an enemy based on differing outfits.

Excited to see where you go next!!! :star_struck:

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The Green Knight is ready to be placed in the level greybox.

I went back to iterate on the greybox level, I’m fixing the stairs since the enemies couldn’t walk on them (steps too narrow, navmesh didn’t like it).

Placed enemies in the first tower.

New enemy: soldier axeman. He is almost identical to the swordman, with the difference that he has more health and and hits harder.

Soldier Axeman overhead attack.

Running overhead, can perform it from a long distance.

New enemy: Knight with Claymore. He has no shield but does much more damage with every attack.