Kovak / CBL_SECRET_PROTOTYPE_RUNNING_GAME

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Enemy Does NOT Always Die After Being Hit #23

Open Kovak opened 11 years ago

Kovak commented 11 years ago

sometimes, especially on dashing you'll dash through the enemy without killing it

sbrother commented 11 years ago

We need a more versatile collision box system. I will add this to AnimationController. Needs to introduce a collision_box option to animations.txt

cooper51 commented 11 years ago

Is it that the enemy doesn't always die after being hit OR that the enemy doesn't disappear after being killed?

sbrother commented 11 years ago

It's that the enemy doesn't know it's been hit; that's why we need to fix the collision boxes

KerbySmith commented 11 years ago

I altered the collision boxes so that a collision is better recognized. It's more of a timing thing now, if you wait too long to dash at the enemy you will die. Still messing with the exact parameters so play it and let me know if it needs to recognize a hit sooner or later than it does, whichever feels better when playing the game.

Kovak commented 11 years ago

dash feels good in the branch, however the drop animation seems a little to conservative

if you drop on an enemy with your back to it it's gonna get you instead of you getting it

I'd suggest making the collision box bigger in both the backward and forward direction so that drop feels more powerful than it currently does, right now its kind of a risky move for trying to kill an enemy

Kovak commented 11 years ago

it also seems like if you are dropping down on the enemy but collision is calculated during the drop animation that will result in you dieing, we should instead have that result in the enemy dieing and the drop finish animation playing

KerbySmith commented 11 years ago

I had made the collision box short on the backside on purpose. I thought that if the player waited too long to drop and dropped so that the enemy was not in front they would die. It felt weird for the enemy to die if I dropped onto him with my sword out and the sword wasn't anywhere close to hitting the enemy. Any thoughts?

Kovak commented 11 years ago

I think we should err on the side of the player,

right now the problem is the enemy can be faced away from the player and if the player drops a little to late with their backside hitting the enemy's own backside that causes a death. I'd prefer that if the players dropping graphic looks like it collides with an enemy at all that we give the credit to the player rather than our little robot