This sprint, I worked on implementing the scenario system, as well as creating some concept art for ingredients and potions in the GDD! Left to Right: Phoenix Feather, Nightshade, Giant’s Toe, Wyvern Scale To start off, the concept art I did was mostly just quick digital sketches based on the cards in my paper prototype, or a reference photo that I found online in the case of the nightshade. These aren’t meant to be high quality drawings, but more so an outline of ideas that I can hone in on when I’m creating the pixel art assets next sprint. Left to Right: Cloaking, Gigantification, Hunter’s Sense, Immediate Combustion, Larger Mind, Radiance For the potions, I tried to decide on somewhat unique silhouette’s and color palettes for each one, so that they can be easily told apart at a glance. I also tried to convey the attributes of the potion through their shapes so that players will be rewarded for trying to intuit what they do (the exception here is immediate combust...
I began this sprint by working on implementing shooting behavior for our enemies. Currently my enemy AI was capable of navigating to the player and punching, but not firing projectiles from a distance. To this end, I needed a couple of new things: a projectile for the enemies to fire, a blackboard key containing the range at which the enemy will shoot the player, a BT task to call an enemy’s shoot function from within the BT, and then the shooting function itself within the enemy blueprint. Firstly, I created the BT task so that I could call the enemy’s shooting function, this was almost entirely the same as the original melee task, just with a different function to call within the base enemy class. Second, I created a decorator that checks if a target actor is within a range defined by a blackboard key. Within the AI controller, I assigned a FiringRange key inside the blackboard based on the enemy data table I created last sprint. Finally, the last thing I needed was to create...