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Where I track my Progress and logged hours.

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Where you can obtain my completed projects and steal my rules for First Blood.

Project #10 Day #11

9 hours, oops. I try to limit myself to 8 hours a day for mental health reasons, given that I don't count meals as part of my tallied work period. But today queing up an attack target swap behind a already started attack animation got me caught up for two hours of bug hunting at the end of the day.

When an attack target disappears the player now enters the idle state, the player stops calculating pathing, and existing projectiles will travel to where the target just was and delete on arrival. The movement target object indicates if the current move is aggressive or passive. Auto attacks now have a wind up period where there would be a brief attack animation. In doing this I rebuilt the way I am processing the action of attacks. There are now three states of auto attacking: pre, windup (the build to the attack), and post (the period after the attack before another attack can be made). These three states let me create a controller where the player can cancel their auto attacks without putting them on cool down. Holding in the move command for .25 seconds will now start a constant string of move commands called from the mouse's position in worldspace. Lastly, when a player starts an auto attack on an enemy they cannot switch targets by clicking on another enemy. This action will instead mark the second selected target as the target for the next auto attack. 

Project #10 Day #12

Project #10 Day #10