give jason vorhees yellow crocs
Can we play it?
lookin great
With crocs:
Or at least what crocs can be wrought in five minutes.
Should Ghost just jump on monsters mario style or what?
some kind of movement-intensive possession tech imo. press a button to go intangible and do a lunge, and if you press the button just as you enter the guy he explodes and you get a little upwards boost or smth
what if ghost has to pass through the monsters cuz he defeats them with possession
oh wait yeah what eska said
Yeah! You can download it from my google drive here. It’s just an alpha right now. You can pick up items with G, recover HP by eating corpses (E), and use feats with F. Press > over a staircase to go downstairs. You can also see your (C)haracter sheet. Escape cancels out of menus, enter confirms. Mouse scroll wheel to zoom in and out. Only fighters, wizards, and rogues have a feat implemented. The items don’t do anything.
The safest way to beat it is to use a rogue. Their trap disarming skill is the only way to overcome the infrequent unwinnable situation of a trap blocking the exit staircase.
the animation for when you fly downward looks so cool
Thanks!
No screenshot today, although I implemented a more general hitbox/hurtbox system and set up enemy → player hits (though presently they only print debug messages). I got distracted this morning building a more general state machine helper to automate some of the tedium of defining behaviors for the ghost and presumably more complicated monsters.
I got enemies pathing to and pointing at the player while a run animation plays. However I can’t seem to get movement data to affect the animation blend tree, and for whatever reason the “look at” function points the enemy model in the exact wrong direction, which means I have to flip it 180 degrees to get it to work.
if this is Godot it’s almost certainly because front and back are the wrong way round: (0,0,-1) is “forward” so lookat functions point the wrong end of objects in the given direction. shit’s so fucking stupid.