Dev Blog #4: More Combat
So, what's new?
It's been a while since our last update -- because many of the things that were progressing and changing at Savatronix were related to the business side of things as we welcomed our first investor and started interviewing and working with some artists to help make Lost Haven a beautiful reality.
We have a talented 3D artist that we are working with (Emma Salamanca) and she is just about done with our first character model. He's one of the first characters you'll meet in the game, a stubborn older man determined to protect his family outside the safety of big city walls. We are very pleased with how he has turned out and hope to show him in action very soon.
One of our big achievements in the last sprint was finishing another piece of the combat system: attack combos.
Instead of just hacking away at an enemy repeatedly until it goes down, you can now combine your moves to form more powerful attacks. Right now we have 2 different moves, as a proof of concept for the combat system, but we will expand on this to make varied, fluid combat.
Our next steps for the combat system are to work on different weapon types and improve some bits of code under the hood to add support for attacks and combinations to be moddable.
We are continuing to work on the AI for our NPCs. We're enjoying working with Apex Utility AI and Apex Path, and are working through some necessary but not incredibly fascinating functionality like integrating it with the dialogue system, and ensuring that the pathfinding is smooth and realistic.
Look forward to more detailed updates about the AI system when we have our base AI in place and start to work on the really cool stuff.