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Hello you lovely deviants,Thank you so much so far for all your feedback on the Playtest 002A I really appreciate it. If you haven't had a chance to check it out - you can go HERE

But about the Lock On Option.There has been great feedback, but one that I hadn't even considered was people noting that you cant attack an enemy and move away from the enemy, but still be facing it - you can currently only run away from the enemy and turn back around to face it to attack it.So I have started working on a "Locked On" Option/ToggleNOTES about what you see below: Firstly, I just used the fall and jump animations just so I know it was working as intended. These are not the animations that will be used. But it made me laugh a little so hopefully you will get a laugh or two also - there will be 3 animations (idle locked on, moving towards enemy locked on, and moving away from enemy locked on) - Also The X on the enemy was just a quick indicator so I could check visually which Enemy is being locked on.

How it currently works - Once you lock on, the player will always face the enemy locked on. Right now it just locks on to the nearest enemy regardless of direction facing.

The Lock on will auto rotate the character to face the enemy you are locked on to

And finally you can now attack the enemy but move away from it

Again it looks awkward because I have just used other animations, but I am really grateful for all feedback in the playtests. This seemed like such an obvious thing when I saw the comments haha.If you have any questions please let me know.

Files

Comments

DakotaFireStorm

It's not a bad idea but have an option so it can be turned on or off

nsfwpixels

My apologies for not clarifying that, yeah this will be a toggle to lock on and off 😁

SR

I feel like a heart would be a nice symbol for locked onto target

nsfwpixels

I really appreciate that suggestion SR, thank you! 😁

Jazzman

Having directional attacks might be a different approach. Using the arrow keys to attack left, right, up, or down means that you don’t necessarily have to face the bad guys

nsfwpixels

I really appreciate the suggestion, definitely something to consider 😁

Erik Larson

Could definitely be a handy feature against more agile enemies, but not one I foresee me using personally since I am more used to not having it for a platformer metroid-vania style of game like this is shaping up to be.

nsfwpixels

That's totally fair, and ultimately it will just be up to the user :)

Leon

I can see this being useful in some puzzles and/or platforming as well depending on how you use it.

nsfwpixels

Sorry for missing this Leon, thank you for the feedback! :)