I wanted to try and add aiming varience to AI Aiming to make it so that enemies wouldn’t have pinpoint accuracy and seem a little more human. Instead I made it look like the gun drank WAY to much coffie.
I mean I guess that’s cool too.
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I wanted to try and add aiming varience to AI Aiming to make it so that enemies wouldn’t have pinpoint accuracy and seem a little more human. Instead I made it look like the gun drank WAY to much coffie.
I mean I guess that’s cool too.
Getting back into the swing of things! With Judy’s help we made this together!
My first inventory system! Granted it is nowhere near complete, all we can do is add items. No tooltips, no moving items, no even removing items. But this is a pretty good first step.
Judy made the sprites, I did the programing
I thought this would take me a bit longer but hey! Allready got it working way better!
Getting back into the swing of things! With Judy’s help we made this together!
My first inventory system! Granted it is nowhere near complete, all we can do is add items. No tooltips, no moving items, no even removing items. But this is a pretty good first step.
Judy made the sprites, I did the programing
So I’m finally back into programming stuff, I decided a good start would be just to do a basic new weapon type, in this case being magic weapons.
It... looks a little funky... but it gets the idea across. Of course a more polished version would like, not two shot enemies.
I made a charging animation to give a bit more of a visual queue as to when the bow is fully charged.
I added a shield ability for this character. It’s your basic sci-fi shield, blocks hits and then when it breaks it needs to recharge.
Also I should probably work on a death particle so when things die it doesn’t look super odd...
I was trying to make it so bows make you move slower when you have them charging whem-
Yeah some number is wrong here
Started working on elemental effects.
That’s right, more barrel death.
First I made fire damage, your traditional damage over time debuff.
Oh also first view of bows.
Second I made electric damage do a slight hitstun effect.
It looks better in game, the gif lowers the frame rate, but I feel like this gets the idea across well enough.
And last (and probably the most chaaaallenging) I made ice damage apply a slow
Ice damage builds up per shot, each shot slowing the target more and tinting it blue. The debuff fades over time.
So yeah, elemental damages. I might add stuff like poison, but poison is just damage over time like fire. I still might add more though, so stay tuned!
Barrels revenge
This is the first up to date gif. I pollished the movement, getting rid of the weird snags and hickups. I also added a double jump and platforms you can drop down. She looks like she’s moving really fast but I think the gif just sped up the scene, so oops.
Further ahead I have now added more weapons, as well as test dummies, health bars, knockback, and well just a good amount of stuff that isn’t even shown in this gif. The girl is wielding a sword called the circuit breaker (get it? like cause it’s a computer part?). This poor barrel has been the dummy for so many of my tests.
The first gif from the game I’m working on. At this time there was no leg movement, no target dummy, just a t posing (! posing?) girl sliding to and fro with her two or three guns.
Anyways this little gun was the first unique one I made. The others had just been simple bullet guns, but this was the first with it’s own unique projectile.
I got my character to do this cute little walk cycle and look towards my mouse. Sadly when I actually put it on a character the eyes lagged behind, but at least the legs work!