This is Jack - a guy that met Satan and tricked him into promising to never take his soul He wasn't good enough for paradise either, so when he died he ended up in purgatory Death has now brought him back to life to deal with Satan's Halloween Shenanigans, in exchange for a solution to his Eternal Torment

Post feature Report RSS Skeleton Archers, Axe Upgrades and Knights

In this article I describe the process I followed creating new enemies like the Skeleton Archer and the Hell Knight. I also worked on some Upgrades to Jack's axe. All with videos!

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Skeleton Archer:

So after making the Skeleton with the wooden sword I wanted to work on a ranged enemy. I had on my list a Skeleton Archer and I just finished the base Skeleton enemy so I did what seemed natural a Skeleton Archer:



Added actual arrows, with trail, a bow with an animated string and a quiver as well as sounds for loading, string tension, shooting and arrow-woosh…

So the skeleton follows you and it has a range after which he starts shooting arrows while walking, if he gets closer he stops walking and just shoots arrow and if you move away he will continue pursuit.

I had him running like his sword wielding buddies, but that was a bit too much and would lead to less variety. So zombies are the slowest, archers are slightly faster, but they have a range and skeleton warriors are really fast, but have a short range (melee).

I will add some randomness to his targeting as well and call him done for now (which means awaiting a modeling and texturing pass, basically polish)

Axe Upgrades:

The axe can now be upgraded to increase it’s effectiveness, normally you throw it and it comes back, now with upgrades it can bounce between enemies as shown in the video, with 2,3 and 4 bounces at least (the system just has a limit I can change and a distance of effect, which can also be upgraded.

I also added a few sounds and a small delay when the axe hits something to try to give it some more punch.

Hell Knight:

I created the Hell Knight and created some behavior for him, with a variety of attack animations that allow him to be vulnerable to your weapons. I also added patrolling that can be enabled for units and I added shields to skeleton warriors to make them a bit less vulnerable.

Also the archers shoot towards your intended path when you are strafing with a bit of randomness to make it more natural.

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