"Ranged Enemy Movement"
Author: Andres Gutierrez
This week I have been mainly focusing on creating a ranged enemy. This required a lot of reorganization with how I was handling the base enemy class so that it will cause no problems for the Ranged and Melee enemy. I also had to do a lot of work with the behavior tree setup since I needed one for the Ranged and Melee enemy to perform their own unique logic.
I was finally able to set both of its children’s up so that the Melee Enemy can inherit the previous logic of the Base enemy and new logic can be made for the Ranged Enemy. The ranged enemy so far has a different movement logic setup and an invisible weapon so that it can be used as a magic caster. The invisible weapon is so I can still use the weapon socket I set up for it. The Ranged Enemy has a larger strafing radius and prefers to be as far away from the player as it can within its EQS boundaries. It also has the unique logic of interrupting its strafing/attacking behavior if it cannot trace a line directly to the player. It will then move to a position where it is able to see the player then it will go back to its strafing/attacking behavior. In the example video the Ranged Enemy is the red Manny while the Melee Enemy is the blue Manny.
Celestial Nomad
Resurrected hero tasked by the Phoenix Order to save the universe from dark forces.
Status | In development |
Author | Mythic Mana Games |
Genre | Action, Adventure, Role Playing |
Tags | 3D, Dungeon Crawler, Fantasy, Indie, Sci-fi, Story Rich, Team-Based |
More posts
- "Player & Enemy Sounds"Jun 27, 2024
- "EQS Setup"Jun 21, 2024
- "Ability Replication"Jun 18, 2024
- "Enemy Behavior tree"Jun 13, 2024
- "Attack Replication"Jun 13, 2024
- "Boss Room & Main Menu Upgrade"Jun 05, 2024
- "Party Visibility"May 31, 2024
- "Cheat Manager"May 29, 2024
- "Multiplayer Sessions Subsystem Using Steam"May 25, 2024
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