Animation Manager #2
Now it’s the enemy’s turn!
Today I fine-tuned the basic enemy animations, again using an EnemyPlayerController for greater control.
At the moment the chain of actors involved in the movement is this:
input controller -> game manager -> player -> player animation controller -> animation player
Each software component has its own specific functionality, so you don’t get messed up when things get complex
I also set up a small test call method that randomly makes a “howl” sound when the enemy walks, to test the system.. Works great!
Next time we’ll get to the heart of it: collision manager to determine “clashes” between player and enemy, scene manager to dynamically add and remove scenes with scene changes, and finally the combat manager for combat!
For now everything will obviously be rudimentary and simplified. I just need it to see if and how the actors talk to each other; when everything works at its best, then I will gradually add more and more gameplay elements.
Stay tuned! :)
Eternal Light
My journey into pixel art & indie RPG gamedev – one step at a time.
| Status | In development |
| Category | Other |
| Author | DeusDev |
| Genre | Role Playing |
| Tags | devlog, Godot, Indie, Pixel Art, work-in-progress |
| Languages | English |
| Accessibility | Subtitles |
More posts
- Character #232 days ago
- Characters #133 days ago
- WorldItem #139 days ago
- Animation Manager #150 days ago
- EnemyManager #259 days ago
- Collision #160 days ago
- EnemyManager #161 days ago
- Input System #162 days ago
- Character #164 days ago
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