Incremented damage of projectiles to make them more threatening
Lowered giant damage output considerably
Lowered I-frame after getting hurt to .75 for the player
cleaned up some unused methods from the child class of enemy actor base
Started with enemy health bars
found some trouble along the way mainly with how exaclty to keep the active actors in a single collection while keeping things as decoupled as possible
healthbar created and made simple stylization prototype
healthbar can now be filled and match a specific actor’s health
healthbar is now capable of being placed at a specific position screen pos
the is now set to a anchor on world space not necessarily dependent of the actor
Pending figuring out a way to only make them appear when an actor has taken damage
Realized that i must pool my actors
Must make the corpses disappear after a while
need sound effects when actors get hit BUT independent of the hitInfo SFX pipeline to keep things decoupled and easy to iterate without breaking working systems. this applies for the protagonist and things that could be damaged later. consider abstracting damageable interface such that it can also call these generic systems
Created more prefabs so that i can quickly create other testable scenes, and actual playable levels without ahving to duplicate the scene entirely.
perhaps it would be nice if i could make some object that spawns whatever is needed for specific types of gameplay in the future 🤔
Pretty productive albeit only two major featuresets!