Submissions by Papiertig0r tagged combat

I'm using way too much time, but I think I finally have a way of doing buffs and stats efficient (although I'm not quite happy with it, it is the best compromise I can think of right now)

Now stats are a list of Stat objects, each with a type from an enumeration. I can easily get stats via searching them in a list and can easily modify them by giving the buffs a type of the stat they should buff.

I will probably play around with this whole system a day or two more until I merge the changes onto my master branch. (I have some freaky shit planned like: debuffs your attack and slowly rises over time above the original attack or buff attack each hit or buff speed the lower the health)

still no visual changes, so changes here:

https://github.com/Papiertig0r/Alchemy/commit/618e76834e2a5215806b901e78ed8c7b6cc3fa4b

I implemented a simple health bar, which makes it somehow a lot more attractive :D
Also, you can now have splash effects with a radius for any kind of throwable (throwing the potion heals everyone in 3meters radius, throwing the healing paste just heals the target).
You can also consume, the potato, the herb, the paste and the potion or throw the knife for damage.

Tomorrow I want to have more effects (like poison) and maybe implement poisoning the throwing knife (attaching an effect to weapons is a planned feature)

Have some changes:
https://github.com/Papiertig0r/Alchemy/commit/d7e8d065087e7303ff6d36e7dc1614a46cdfa68e

I implemented consumables, though I am not happy with it.

They have a reference to a scriptable child of a buffing parent class and I have to implement a subclass for every stat that is buffable. I think I'm going to use reflection to smooth this over.

Consuming items is only implemented via inspector, so no gif.

Take some tasty changes instead:

https://github.com/Papiertig0r/Alchemy/commit/355c...

Producing content is so much easier :D

I did a lot of work today.

First I pulled some sprites and created some animations for idling and walking. Then an enemy controller (which I later abstracted to a CharaController (which I will later inherit from for the player, too)).

An enemy now has an aggro range (green circle). when the player enters the aggro range, the enemy will follow the player until the player exits the aggro range.

An enemy also can be tethered to a spot (white circle).


However, I have a bug I don't know how to fix!

In Unity you can mirror animations but if these animations are sprite based, the property has no effect. So Icheck if input on x axis is greater than 0 and flip the image accordingly BUT when you release the axis, it defaults to one direction

The line

 spriteRenderer.flipX = translation.x > 0f;

is responsible for that behaviour. If the direction button is released, I want to retain the current flip state (I can do this with an extra bool, but there has to be an easier way)

See the changes here:

https://github.com/Papiertig0r/Alchemy/commit/0a11...