This sprint hasn’t been my most productive due to some external circumstances, but I still did manage to finalize our first customer sprite, the knight! This guy proved to be quite a challenge. I haven’t had much experience doing character art, only winging it as best I can when a project calls for it. While far from perfect, I’m still really happy with the result! I began the process by building out the pose I wanted with a sketch. I took a very loose approach to this as all I wanted was to get an idea of the features and idea I was trying to convey. After this sketch, I kind of jumped the gun by going straight to flat colors. I tried to refine the details of the sketch while also figuring out the basic coloring, and I wasn’t very happy with where it was going, so I ended up tossing this attempt and restarting this step. I realized here that trying to properly work out the details and color at the same time was biting off more than I could chew, so I decided to limit mysel...
This sprint, I worked on some upgrades to the heavy enemy, some touch-ups to the wave system, as well as ensuring that the player will always see the tutorial once before they first play the game. Starting off with the heavy enemy, feedback indicated that it felt too similar to the medium enemy. They were essentially the exact same, except one was bigger and shot more rapidly. In order to further differentiate the two, we decided to give the enemy a burst-shot, as well as a unique ground slam ability that would hinder the player for getting too close. For the burst fire, I decided to use a delay loop that would retrigger until int Burst Index reached 0, decrementing it at the end of each loop. At the end of the loop, an event is called that notifies the AI controller that the burst fire sequence is complete. I think that in the future, it might be better to take another stab at this using a timer handle, and probably some more descriptive function names than “FireProjectile...