Gift of Hedone: Some changes in the Upcoming Playtest (Patreon)
Content
Hello you wonderful deviants,I wanted to just do a bonus post in preparation for the upcoming playtest 007A on Tuesday - you can read about HERE especially as there wont be a Thursday post due to my upcoming leave you can see HEREEnemy Logic Changes:Along with the random spawning enemies, I have spent some time this tweaking how they respond to the player and act the player:
Better detection when the player jumps over them (I can now control this more, so for slower enemies, I can make then a bit more sluggish to this, but for current enemies its a bit more snappy
Enemy Quick Attack - Due to how the cooldown and timers of the states work for the enemy, they would reach the player > enter battle state > that triggers an attack cooldown > then attack state > back into the battle state which triggers the cooldown again - the issue is that the enemy would reach you and not attack straight away. Now the enemy will attack you straight away once they reach you. And then if you run away from the enemy and they don't attack you for a certain amount of time (5 seconds) it will trigger the quick attack again.
Enemy Double Attack Chance - Because i'm evil I have also added a double attack chance, so the enemy has a chance to attack and then immediately attack before their set attack cooldown. It is currently set to 10% as a generic chance, but I will likely change this for specific enemies.
Enemy Attack/Battle State Cooldown slightly random - one visual issue I noticed was that if you have multiple enemies, and then you leave their line of sight, or leave their battle state, and they see you at the exact same time you get a really awkward visual thing where all the enemies are moving the exact same way - especially noticeable as they are all the same enemy type. This also means they all attack at the same time. Now the attack cooldown window, and the length they stay in the battle state before giving up in slightly random so you don't end up having all the same enemies leave and enter the same state at the same time, ending up looking super robotic.
Enemy Attack Animation random - similar to the above, I have added a 20% random variance in which the speed of the enemy attack animation happens, giving it some additional randomness in both enemy predictability and animation randomness,
Damage Changes
in the previous playtest I had pumped up the ability and lust damage really high just for testing purposes - this has been reset to be 2x or 2.5x the amount damage instead of the 100 or 10 times the amount.
As a result of the lower damage, I have also lowered the enemy health.
Inventory Screen No longer Pauses
Previously if you went into the inventory screen everything around you would pause. Now the only thing that pauses is you. You cant move - but enemies can still attack you. I think this adds a bit more danger to opening up your inventory screen in a combat area
Bug Fixes
when you use the bow ability whilst holding run you will keep moving
If damage dealt gets too high it wraps around to negatives
In the Inventory Screen you could keep scrolling down even though there were no buttons or items
Lust Mode Knockback is affecting base Knockback not just using it as a multiplier, so it was compounding