Twisted Dev Update
Last time I talked a bit about the AI implementation, well let me introduce you to the current collection of Mobs.
A simple minded creature with quite a high melee damage output. Keep your distance and the Forcefield skill at the ready and you should be fine.
Is pretty squishy and pretty deadly with the Fireball skills. The key here is dodging. Keep out of reach of the rather slow moving fireballs and a well-placed Rend skill with a counter fireball will bring about a speedy demise of this opponent.
A deadly foe equipped with an arsenal of skills that are not to be taken lightly. As if that were not enough it can heal itself and any surrounding minions. Get ready for a long and painful battle filled with dodging and (possibly) fleeing.
.... Avoid. Unless you really enjoy getting beaten to a pulp and becoming part of the not so clean dungeon floor.
This week’s work included exposing more skill properties to the upgrade process. Generally every skill can now be made cheaper to cast and the cooldown time can be reduced by spending skill upgrade points. Within the next 2 weeks there will be a list of skills with their properties and the costs/benefits of upgrading.
Mobs now drop one of the skills they use. The smaller mobs currently have a smaller drop rate as compared to the bigger ones. This was done to create a balance between the drop rates as more small mobs will be killed and a good reward for killing one of the big mobs should be a given.
Other things done this week were:
- Re-design of the main menu
- Smaller UI tweaks
- Started integrating Mecanim Animation system
- Played around with forum software
Links
[Skeletons] - Unity Asset Store
[Necromancer] - Unity Asset Store
[Golem] - Unity Asset Store
Original Blog Post - Twisted-guardian.com