This weeks build includes some new FX for: -Player Dash -Ranged enemy charge up, projectile and projectile impact -Portal opening and closing FX on suicide spawners
All Stage 1 levels have been converted to the new AI systems, this means that they all share the same pool of scenarios
AI Updates: -Suicide Spawners can now be placed on walls and roofs and the enemies that are spawned through them come out in the correct orientation -A new Behaviour tree for Melee enemies so that they are more effective as well as a new animation blueprint
UI Updates: -Ability indicators have been updated along with new animations -Resizing of UI Elements -Moved Ammo counter on weapons
The fridge (new system for selecting player loadout)
Alpha Version 0.1.6
This build includes a new version of the generation system, more animations, new and improved VFX systems, many map changes and improvements and a new prototype level "Trialmap4" which includes a whole new AI system, this includes:
- Improved enemy spawn location selection - a combo damage system which will later be used to implement enemy damage reactions - the starts of a 3 dimensional pathfinding system - a token system that limits the number of enemies that can attack the player at the same time - a hierarchy system to allow spawning of reinforcement waves before the current wave has been killed - A complete rework of the ranged enemy aiming system so that their accuracy can be more finely controlled