Summary
Since the previous week where patrolling mechanics were implemented- more has come, particularly in the focus of AI and increasing difficulty in a fair manor. A level has been designed to incorporate all these additions into a challenging experience where the intention is that the player learns to improve over time as they learn how to best defeat enemies.
Main Additions:
Enemy AI:
Heavy and light attacks, with each attack differing in speed and damage output
Custom speed for each AI instance
Custom 'next attack delay' for each AI instance
Hearing sensory response for investigative behaviour
AI design improvements to better represent the intended behaviour
AI responds to being backstabbed (attacked by a non-visible player)
Made multiple variants of the enemy with unique properties and appearances to vary gameplay
Player:
Dodge mechanic
Stamina system links with player actions
Weapon equipping improved through allowing the player to equip to their hand, and unequip the weapon to their back, making a link with the stance mechanic (neutral and attack stance)
Smaller fixes/improvements:
Improvements to the way player and NPC death is handled with the consideration of each instance having an AI Controller
Player can no longer move when they die. It has also been made so that the level will restart on death (after the death animation occurs)
"Trap" object which deducts health on collision now applies to any actor with a health component attached
Player health regenerates over time, with a specific heal rate being available to set
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