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Anger Management, Presentations, Baka

Loss of aggro


Some “issues” that were discovered during our playtest was the fact that once an enemy was angered, they never let go, like a crazy ex. This allowed you to end up with 20 enemies all in the same room, trying to murder you. We’ve now implemented an actual aggro system, where enemies will lose focus in you after a while. Is it entirely lore friendly? No, but we’re also making an action roguelite, not a stealth game, so it’s acceptable in terms of gameplay.

Repayment for Unite

A few weeks ago, we set off to Unity Unite, with Thomas his “real” company sponsoring his ticket. The only requirement was that he held a 1 hour presentation about it for his company. So yesterday I went down to InfoSupport to deliver a riveting talk about the use cases of game engines in non-gaming applications such XR, Digital Twins and Web3, as well as giving a small primer into Unity DOTS. Generally it was an inspiring evening, especially the digital twin aspect of game development seems to be something that regular business can easily integrate in their current technology stack.

New Dummy

We also got another piece of art for our dummy, I think it looks pretty solid, it’s now in the game, and cost a total of $10, I think it was good value still. Now if we can get our dummies an option to be static (no rigidbody movement), that would be perfect.

What’s next
I’ve got a few videos with tighter deadlines coming up (Fiverr sponsorship), so I will be focusing on that one, as well as looking into getting some first SFX implemented (thanks Thomas for writing that tutorial). Main mechanic wise, there are no main major priorities apart from room-gen, but I feel this will be left on-hold for a week whilst Thomas tries not to do (you got this buddy!)

" Creating character models is like sculpting a masterpiece, but the clay argues with you and keeps changing shape.”

Marnix Wyns

Producer & Creative Director @ BiteMe Games

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