Team Progress Week 8
This week, our main focus is to create a coherent level in order to provide a well-polished 2nd playtest. In order to do so, we put our main focus on programming and putting everything into the engine.
The biggest accomplishment that we have done for programming this week is definitely the AI system. Now if the player enters the enemy's 'zone', the enemy will automatically chase over the player and chooses a random attack from its list of moves to engage the player. This allows our game to actually feel like an action game instead of a player hitting the dummy all the time. Secondly, our programmer was able to create a fully functional magic system that shoots out range projectiles to damage the hostiles. Not only that, if the camera is locked on the enemy, the magic will automatically shoot towards the target. Last but not least, the essence system was finally implemented. Now the player is able to regenerate their health after defeating an enemy with existing essences.
The game couldn't work without the asset team. As for our modeler and animator, we have created multiple sets of enemy attack animations which includes light attack, heavy attack, ultimate, running and much more. We also created some brand new assets such as 'friend' (a magic shooting bot that follows the player), bullet hell pillar, level decoration, and platforms. Lastly, our model/level designer was able to create a coherent level 3 for our playtest with proper scaling and functional unique locations.