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Luke Crowley

Heavy Attack Chains and Polish

This past week I worked on implementing a heavy attack combo. I sped up the quick attack combo and allowed it to loop into itself and it makes combat feel a lot smoother. I added heavy combos as an option for slower (more dangerous) but more powerful attacks. I also baked and tweaked the lighting and added some post processing which can be seen in all the videos of this post.


I went back to the AI and improved its sight detection. It is now more realistic and now has a field of vision that it raycasts in to find the player. I also fixed it so that in combat, once it arrives at the player it will now rotate at a settable speed to follow them, instead of being locked forward.


On the SFX/VFX I added footstep sounds that play when you land from a jump as before it was silent. I also added footstep splashes while you're in water, as well as water splashing VFX that originates from your character, rather than your step. When pushing a box it makes a noise now as well. Finally, while in water you're unable to sprint.


Due to our educational class having some crunch time needed Chris and I have not had as much time this week to devote to this game, so the most major feature added from me is the heavy attacks.

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