pixelart edition>Demo Days Next: https://itch.io/jam/agdg-demo-day-71Previous: https://itch.io/jam/agdg-demo-day-70>AGDG Resources https://hackmd.io/SNd2YQugRG-36CLYc8Og2w>Progress Posting Guide https://pastebin.com/0xEt5atn>Helpful Links New Threads:>>>/bant/agdg>>>/vg/agdg>>>/g/gedgArchives:https://archive.palanq.win/bant/search/subject/agdg/https://arch.b4k.dev/vg/search/subject/agdg/https://desuarchive.org/g/search/subject/gedg//agdg/ Steam Games: https://made-by-agdg.vercel.app/>How to WebM https://obsproject.comhttps://github.com/argorar/WebMConvertersize limit too small? >>>/wsg/other+boards>Previous Threadhttps://archive.palanq.win/bant/thread/25149304/
proggy anchor
>>25256165Source on the pixel art?
>>25256515https://x.com/_738294/status/2115742618898604282
>>25256167In engine WIP. Still missing lighting.What do you think she's asking him to hurry up with?
>>25256167Making choking animations for special enemies and players.
>>25256167I should quantise lighting
How do you feel about enemies reacting to player actions and combat style? Have you seen it implemented well (unlike the Elder Ring bow one)?I added enemies having more spacing for a few seconds when player uses melee a lot to prevent spam and encourage switching between options, but I can already see it being controversial as it breaks the flow. At least it's better than random reaction dodges.
>>25258112I'm not saying it's bad, I'm just adding my thoughts. But I'm also not sure what you mean. Do enemies learn while fighting the player, or do they learn from the player fighting other enemies and then all enemies update to counter the players style?I'm thinking another possible feature is what if enemies just acted differently to each other. As in, maybe some skeleton warriors have different timing, different preferences between offense/defense compared to other skeleton warriors. It would force me to actually watch the enemy to see what they are like. But I haven't actually made a game like this, so idk what is more fun, I'm just thinking about it.
>>25256165Dev musichttps://cytu DOT be/r/agdg-musehttps://cytu DOT be/r/agdg-musehttps://cytu DOT be/r/agdg-muse
>>25261891>I'm not saying it's bad, I'm just adding my thoughts. But I'm also not sure what you mean. Do enemies learn while fighting the player, or do they learn from the player fighting other enemies and then all enemies update to counter the players style?In this case it's all enemies update to counter players style, but it's more complicated than that - the reaction only has a few seconds duration and it's custom to each enemy type.In my specific case I don't want player to fall into spamming the same melee moves playstyle. So what I did is I added custom reactions to it for some enemy types (usually distancing themselves more). However the game's movement is linked with connecting your attacks, so suddenly changing combat flow in an arbitrary way might feel jarring.I might need to telegraph that somehow with visuals, but the logic is arbitrary and inconsistent so I need a compromise.>But I haven't actually made a game like this, so idk what is more fun, I'm just thinking about it.That one wouldn't work for me, having too chaotic enemy behaviors would be too much to handle for players.
>>25257787Now to fix the lamp, cause holy shit these both suck
bump
Soon. :D