Fake scripting


Next Devtober blog!  Biggest change is refactoring the Enemy code so that its state machine is broken into several classes.  Does not change gameplay, but makes organizing the code much easier.  Instead of writing enemy AI as a single huge state machine, you can now mix and match modular classes kind of how an interpreted language works.

Added a look-ahead mechanism for the player character so that the camera now looks slightly ahead of where the player character is looking.

Extended enemy AI logic so there is now a recover phase after the enemy player is struck.  Makes for a more realistic fight.

Created HUD and added health bar.

Files

html5.zip Play in browser
Oct 07, 2021

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