Hey, Markus here. We have been quiet for a while so i wanted to give a small update.
Enemy AI, Player knockback etc
We are currently working on making the enemy interactions more interesting and creating a more fluid combat system. One of the first things we are currently exploring is adjusting knockback the player experience from monster attacks.
What we hope this accomplish.
At the same time we are also continuing our work on the enemy AI creating the different patterns as well as giving the system an overhaul as a whole.
We will be bringing more specific details on this as we keep working on it. For now we hope you enjoyed this small update and hope to bring you more details in the time to come. Have a good weekend!
What we hope this accomplish.
- Less enemy clumping around the player.
- Larger feeling of impact on certain special moves.
At the same time we are also continuing our work on the enemy AI creating the different patterns as well as giving the system an overhaul as a whole.
- The Spiritmancer, Crystalos and Molten Beast are more or less all done, some work still remain on the Mountain Wormdrake.
- We have added a delay between the enemy attacks leaving them open for a counter attack from the player and allowing the player to evade and punish the monsters if they play well. Special moves, especially those with an area of effect damage has a larger delay after they have been used.
We will be bringing more specific details on this as we keep working on it. For now we hope you enjoyed this small update and hope to bring you more details in the time to come. Have a good weekend!