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Snaiel
/
Godot4ThirdPersonCombatPrototype
A prototype project for third person combat. Contains basics for player movement, camera, animations, combat, enemy AI, user interface, sound effects, and background music.
https://www.youtube.com/@Snaiel
MIT License
121
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17
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Fix interacting with a checkpoint when in combat or dead
#76
IRLadderGoat
opened
1 month ago
0
jumping and just missing the edge on the way down makes you not go into the falling animation
#75
Snaiel
closed
1 month ago
0
weird glitching when respawning. quickly going from sitting mid air to sitting on the ground.
#74
Snaiel
opened
1 month ago
0
patrol instances don't stop when enemy section is not loaded in
#73
Snaiel
opened
1 month ago
0
lag spikes when entering/leaving enemy sections
#72
Snaiel
opened
1 month ago
0
weapon swings sometimes dont get registered
#71
Snaiel
opened
1 month ago
0
make certain beehave branches into specialised nodes?
#70
Snaiel
opened
1 month ago
0
support different character models
#69
Snaiel
opened
1 month ago
0
player and enemy making each other dizzy at the same time
#68
Snaiel
closed
1 month ago
1
refactor BlockComponent to be ShieldComponent
#67
Snaiel
closed
1 month ago
0
enemy beehave branch parried incoming hit
#66
Snaiel
closed
1 month ago
1
deathblow from above?
#65
Snaiel
opened
2 months ago
0
change lock on based on closest xy dist not just x
#64
Snaiel
opened
2 months ago
0
different character models
#63
Snaiel
opened
2 months ago
0
hirata estate inspired level for v0.3.0
#62
Snaiel
closed
1 month ago
0
configurable incoming weapon health damage or instability values
#61
Snaiel
closed
1 month ago
0
improve enemy dizzy
#60
Snaiel
closed
2 months ago
0
go back to idle position after sus or aggro
#59
Snaiel
closed
2 months ago
0
animation tree use Melee instead of Attacking
#58
Snaiel
closed
2 months ago
1
animation tree use present tense instead of present participle
#57
Snaiel
closed
2 months ago
0
improve blocking/shield
#56
Snaiel
closed
2 months ago
1
enemy dizzy from player parrying projectile
#55
Snaiel
closed
2 months ago
0
handle enemy groups
#54
Snaiel
opened
2 months ago
0
explore the use of Melee and NonMelee together
#53
Snaiel
closed
2 months ago
0
make enemy beehave trees easily interchangeable
#52
Snaiel
opened
2 months ago
0
player cannot move after backstab
#51
Snaiel
closed
2 months ago
0
if player jumps in backstab position, then leaves backstab position, the player continually jumps
#50
Snaiel
closed
2 months ago
0
fix dodging
#49
Snaiel
closed
2 months ago
0
separate out successive attack logic from melee component
#48
Snaiel
closed
2 months ago
0
use framerate independant smoothing
#47
Snaiel
opened
2 months ago
0
fix/reimplement Zombie
#46
Snaiel
closed
2 months ago
0
separate Swordsman from Player character
#45
Snaiel
closed
2 months ago
1
reimplement BaseEnemy to be actually useful
#44
Snaiel
closed
2 months ago
0
refactor SpellComponent to be NonMeleeComponent
#43
Snaiel
closed
2 months ago
0
refactor AttackComponent to MeleeComponent
#42
Snaiel
closed
2 months ago
0
use _process for non physics code
#41
Snaiel
opened
2 months ago
0
add tests
#40
Snaiel
opened
2 months ago
0
REDUCE COUPLING
#39
Snaiel
closed
2 months ago
0
Broken Dependencies/Broken scenes
#38
miguelnassif3
closed
2 months ago
2
enemy patrol
#37
Snaiel
closed
2 months ago
1
implement ranged enemy attacks
#36
Snaiel
closed
2 months ago
0
jump land animation
#35
Snaiel
opened
2 months ago
0
edge detection
#34
Snaiel
opened
2 months ago
0
improve zombie attack distance, wait timings, beehave tree stuff
#33
Snaiel
closed
2 months ago
0
zombie sfx
#32
Snaiel
closed
2 months ago
0
zombie smack with left hand instead of right hand
#31
Snaiel
closed
2 months ago
0
allow customisation of hit trim and wait time
#30
Snaiel
closed
2 months ago
1
consolidate common code in Player and Enemy scripts
#29
Snaiel
closed
2 months ago
1
walk and jog animations switched around on free movement
#28
Snaiel
closed
2 months ago
0
allow modular modification of trim/speed values in animation tree
#27
Snaiel
closed
2 months ago
1
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