Group Meeting: 1 hours
Testing and implementation with professor: 2 hours Self Implementation: 5 hours Total Time: 8 hours
After the group meeting, I got the tasks that integrate the melee enemy AI with the added animation and also implement a new enemy type named Grappler.
At first, I scheduled a meeting with Prof. King discussing about the current melee attack. We found the best attack range and attack duration. The attack pattern should follow dash, attack, wait and then cycle the pattern. In addition, we also adds the waiting time for the enemies when the player is out of their guard area and they want to return back. Because the immediate going back looks weird. I adds the refresh mark above the enemy to give player more clues that enemy is at the waiting mode.
Second, after importing the melee enemy model, I settle it working with my previous enemy scripts and adjust some values to make the battle look smooth. I also add the attack duration when the player is already inside its attack range so that the enemy will constantly attack the player. So the player has the time to move away a certain distance. In this way, the attack pattern of the melee enemy works better.
Third, I implemented the enemy Grappler. Grappler has two shields on both sides of the arms, so it have much more health than the other enemy types. He will shoot a much powerful build from its heart and retrieve a five seconds to shoot the next built.
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