Soulslike Enemys for my #Godot Game | Devlog 9 | Summary and Q&A

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July 17, 2022
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Kmitt
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Soulslike Enemys for my #Godot Game | Devlog 9

TL;DR

This update for Sandfire focuses on combat improvements and enemy behavior, showcasing new animations, enemy types, and adaptive enemy AI.

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Key Insights

  • 🎮 Sandfire RPG: The developer switched back to Guru 3.4 due to a corrupted Guru 4 alpha scene, but plans to switch to Guru for beta releases. The scene in the background was originally made in Guru 4, showcasing the visual improvements.
  • 💪 Player Character: The player character's appearance has been updated to resemble the character wearing the imported set from Dark Souls 2, creating a better fit with the environment. New animations have been added, including depth and standing up animations.
  • 🏞️ Level Design: Modular ladders have been added to accommodate vertical level design. The developer improved the animations and scripting for ladder climbing, aiming for a seamless experience.
  • 🐀 New Enemies: The main focus of the update is the introduction of new enemy types. The developer studied enemy behavior in games like Elden Ring and decided to create three enemy types: rats, an old beast, and a humanoid enemy with customizable weapon movesets.
  • ⚔️ Enemy Behavior: The enemies have two modes: passive and active. When multiple enemies attack the player, most of them go into a passive state to prevent overwhelming the player. The active enemies approach the player and decide whether to attack or keep their distance based on the player's behavior.
  • 🔀 Targeting System: The player can focus on enemies and switch between targets based on their distance. Different weapons deal varying damage and affect the enemy's stagger, adding strategic depth to combat.
  • 🌐 Pathfinding: Currently, the enemies do not have pathfinding. The developer plans to implement pathfinding in Google 3.5, which has an improved navigation system, making it more efficient to integrate.
  • 👋 Conclusion: The update showcased progress in combat, enemy behavior, and level design. The developer encouraged viewers to subscribe for more updates and thanked them for their support. Goodbye!

Transcript

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Questions & Answers

Q: How has the developer improved the player character's appearance and animations?

The developer removed shoulder plates from the player character to make them look more similar to the character wearing the imported set from Dark Souls 2. New animations, such as in-depth or standing up animation, and a protective work and idle animation, have also been added.

Q: What changes have been made to the environment design?

Modular ladders have been added to facilitate vertical level design. The developer has improved the animations and logic for ladder climbing, as well as adding a script for static ladders.

Q: How have the enemy behavior and AI been improved in Sandfire?

The developer analyzed enemy behavior in games like Elden Ring and decided to recreate three enemy types. The enemies now wait for opportunities to attack and telegraph their moves, rather than spamming attack combos. They no longer rotate with the player when committing to an attack, making it harder for them to guarantee a hit. The new enemy AI has passive and active states, and their behavior adapts based on the player's actions and the weapon being used against them.

Summary & Key Takeaways

  • The developer has switched back to using Google 3.4 due to issues with the newer alpha updates for Google 4.

  • Player character improvements include removing shoulder plates and adding new animations.

  • The main focus of the update is on creating new enemy types and implementing smart enemy behavior.

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