Task: ProjectileFeature: #217 Enemies: Darkness, Reactions, and AI
Currently, there is a singular projectile asset used for both the long range enemy and the tough range enemy. However, this current projectile doesn’t particularly match with the aesthetic and context of the tough range enemy. Therefore, as the enemies are adjusted and polished, it’s vital that the projectiles match the new aesthetics of these ranged enemies. Based on the current ranged enemies two projectile types will be created to differentiate the enemies and their attacks.
For these new projectiles, two assets will be made for both projectile types. These new assets will animate to create an illusion of the projectile moving - almost like spinning or shifting in the wind as it moves.
Dependencies
[x] Tough Range Enemy #258 - depending on the adjustments of the tough range enemy the projectile assets will need adjusting to suit the enemy
[x] Long Range Enemy #255 - depending on the adjustments of the long range enemy, the projectile assets will need adjusting to suit the enemy
Description
Task: Projectile Feature: #217 Enemies: Darkness, Reactions, and AI Currently, there is a singular projectile asset used for both the long range enemy and the tough range enemy. However, this current projectile doesn’t particularly match with the aesthetic and context of the tough range enemy. Therefore, as the enemies are adjusted and polished, it’s vital that the projectiles match the new aesthetics of these ranged enemies. Based on the current ranged enemies two projectile types will be created to differentiate the enemies and their attacks.
For these new projectiles, two assets will be made for both projectile types. These new assets will animate to create an illusion of the projectile moving - almost like spinning or shifting in the wind as it moves.
Dependencies
Milestones
Completion Deadline: 20th Oct
Extras
Documentation
Old Documentation (a part of this): Long Range Enemy New Documentation: Sprint 4: Enemy Projectiles
Member