Work Log 8/14/2025

Worked on combat code, blocking is much more reliable now, we have a block proxy set up for the top and bottom of the npc, if the player is faster than the block animation then they still get blocked if the npc has chosen to block.

Ai strafing around the player during combat works again!

Implemented a new selection thing for the npcs determining if the player is using a ranged weapon or melee weapon, similar to how they know if another npc is using ranged or melee.

Distance checking for blocking is now enabled, meaning the npc shouldn't fantom block when the player isn't even nearby

Fixed doors not closing

Fixed players taking forever to die at the end of the matches

Updated the weapon broken event to auto add the broken item to the inventory so the player wont be confused and continue to try to use it

Put in a temporary workaround for the two handed weapon blocking not really working with the new block system, if the system sees that the npc is using a two handed weapon it plays the two hand block instead of the normal block animations.

Tutorial is playable all the way through again

Temporarily fixed the weird issue with arrows freaking the fuck out when you pick them up turns out that only happens when they spawn from a quiver, its something wrong with their collision that i haven't quite solved yet, changing the response to the player channel seems to make no difference even though thats how non spawned arrows handle it. for now we just check to see if the owner and the hit thing is the player character if it is we ignore hits, bad for perf sure but works for now.

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Work Log 8/15/2025

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Work Log 8/13/2025