Closed haibu64 closed 4 years ago
Just thinking out loud here:
I guess the moving while attacking issue can be solved the same way, but the real issue is the AI is in such a premature state that gameplay-wise this happens to works better for now.
Currently the enemy just keeps walking forward, endlessly pushing the player and punching, punching, punching.
If the enemy doesn't move while punching, they punch a lot just out of range, making it very easy to avoid.
Reducing the attackDistance box to about the actual range of the enemy's attack, and all the player has to do is stand still and outrange with kicks.
When the enemy has the ability to avoid the player's long range options and whiff-punish, outrange the player themselves, block, and/or otherwise mix the player up, fighting them won't be so awkward or trivial.
For the moving while reeling issue, adding a check for whether "isReeling" == false seems to work well enough for now at least: