As you can see, we've been working on adding some more camera movement to the Z and on the enemy patrol and chase movement. In this video, that tiny reddish orb is an enemy (don't worry, just a placeholder) and you can see some of the path he's set to adhere to. As discussed last week, we set nodes to inform it where it wants to go, and Mihai has integrated a funny little tick box named "Ping Pong" which means it repeats the path backwards at the finish.
If the player were to get in front of the enemy, it would start the chase routine, doubling speed and operating at the player to eat him. Needless to say, that animation is yet unfinished.
If you strain your ear, you can hear the sound of the cloud dinging when the player jumps on it and the rain falling. The rain is utilized to kill enemies underneath. That signifies we'll need to fix the camera so a lot more of the bottom is visible when the player is up high.
Overall, I am pretty pleased with the layout right here. The enemy is set to jump more than obstacles effectively, which ought to add some more tension to any chase moments.
In case you've forgotten what our old enemy looked like, here he is once more:
At the moment, I'm putting poor ForteSounds by means of hell by nitpicking the Cloud sound like crazy. My ears are apparently broken due to the fact all the cloud sounds appear also metallic to me, and I want one thing quite quite soft. He's now made so a lot of versions, we're approaching the tenth a single.
Luckily, he's maintaining his ire hidden from me so I can just go on pretending I'm not annoying the crap out of him. Poor guy.
Well, that does it for now.
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