Enemy AI Update: Goodbye animator mecanim!
Spent the last few days going from managing a web of animation transitions in the animator mecanim, to almost never having to open the Animator tab again! The animator mecanim is a powerful tool, but also a bit of a blackbox, and has way too much stuff that doesn't apply to frame based 2D animation. Diagnosing problems with animations, and setting up new enemies/NPCs was a way bigger task than it needed to be, due to all the adjustments that needed to be made in the animator mecanim to make sure things worked smoothly. I also had some logic on animation states in the form of StateMachineBehaviours... which again, is a powerful tool, but it made workflow and script management a nightmare.
So with this update, you wont really be able to tell anything has changed (aside from slimes now properly doing their no-aggro idle animation with eachother) but the animations and enemy AI is being controlled by two new scripts. I also added a new enemy who can navigate more than flat terrain. Planning to add more features to this AI controller in the future, but this is a good starting point for it.
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Project Kobold's Tale
A kobold based metroidvania
Status | In development |
Author | NonEuclideanOtter |
Genre | Platformer, Action |
Tags | 2D, Dragons, kobolds, Magic, melee, Metroidvania, Pixel Art, Prototype, work-in-progress |
More posts
- small visual update!Feb 16, 2024
- Autosaves, Havens and CheckpointsOct 14, 2023
- 7/12/23 update Time DilationJul 12, 2023
- 7/9/23 updateJul 09, 2023
- dev update : scrapping my weapon workflowApr 11, 2023
- Shiny Rocks updateMar 16, 2023
- Rapid fire updatesMar 12, 2023
- Boss update and gamepad controls fixedFeb 27, 2023
- Magic, mana, melee, and tutorials!Feb 25, 2023
- Of poise and magic!Feb 21, 2023
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