New enemy visuals and covering mechanic
Hi all,
Last week , I worked in two different topics. First, I spent some time creating new visuals and animations for the current existing enemy. Second, I implemented a new core movement mechanic, the covering system. This allows the player to cover and move next to walls reducing the overall length of the collision box. This box is not only used to handle collision, but also for the enemy detection of the player. Therefore, it introduces a new dimension on designing the levels and a new way of hiding and surpassing enemies without being spotted. Levels now can have narrow pathes only accessible while covering.
Here some images of gameplay ideas using the covering system and other movement mechanics (and of course the new enemy visual is over there!).
If you want to know more about the creation of the enemy visual and how it is imported to the game, as well as an extended explanation on the covering system and see in action the testing. You can have a look to this video.
Thanks for reading and feel free to leave a comment !
Get 3D game project
3D game project
3D game development project using the OpenTK framework
More posts
- Implementing a spawnable attackAug 02, 2024
- Implementing an inventory systemJul 19, 2024
- Graphics upgradeJul 13, 2024
- Prototype level designJul 02, 2024
- Implementing world events and cutscenes systemJun 21, 2024
- How game development process looks like when using a custom-made game engine.Jun 18, 2024
- Testing stealth prototype game mechanicsJun 17, 2024
- Enemies field of view rendering and detectionJun 07, 2024
- Demo of the prototype available to download!May 25, 2024
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