NPC Prefabs and Boss Dialogue (Amy)
Hello, everyone! This is Amy, here with an update from the engineering side of development.
For much of the past two weeks, I've been working on creating NPC prefabs for the narrative team, since I was the one most familiar with the dialogue system I created. However, I've since taught the narrative designers how that works, so that they could add what they've written to the project themselves and allow me to get back to programming. After that, I switched over to working on boss dialogue.
The tricky thing about bosses is that they must function like a mixture of NPC and enemy, allowing them to both talk to the player and battle them. At first, I was having issues where the boss would begin attacking immediately, in the middle of what was supposed to be the pre-battle conversation! I had to modify the dialogue manager so that it would activate the enemy behavior script only after the dialogue had finished displaying. I also later ran into some issues with triggering the post-battle dialogue, but that has now been resolved as well. Now, the boss will display several lines of dialogue after the fight, before the game object is destroyed.
Get City of Abominations (2021)
City of Abominations (2021)
How will you control your bloodlust?
Status | Canceled |
Author | Precipice Games |
Genre | Action |
Tags | 2D, Action RPG, Dungeon Crawler, Perma Death, Pixel Art, Singleplayer, Top-Down |
Languages | English |
Accessibility | Subtitles |
More posts
- KM Devlog 2May 28, 2021
- KM Devlog 3May 28, 2021
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