Hello everyone, there are so many holidays this month!
But I still haven't rested, but there is some good progress, here to share with you ~
The September development focuses on 2 points:
One is to optimize the enemy framework,
Another one is to continue to produce character animation assets.
Enemy Frame 2.0
In fact, this problem also bothered me for a while, because after all, I am an amateur developer, and I have no development experience, so at first, in the demo when the character collision detection caused too much to cause the game to crash is also obvious to everyone, and then I fixed it can at least run, but this matter has always been a knot in my heart.
So this month I spent some time making drastic changes to the entire enemy framework, and also passed my personal stress test, and now will no longer report the mistake of this basic problem!
I also optimize the parent class inheritance of the entire framework, optimize the event dispatcher, and make it easier to adjust the interaction with the level, which is very helpful for subsequent development efficiency.
Because this change is so gratifying, I'd like to call it Enemy Framework 2.0!

Enemy Frame 2.0 Family
Animated Assets
Another focus of the current is still animation material, recently because the animation material to do more, but also gradually found some ideas, than the previous production speed has improved, this month probably did about 6 characters and 1 boss,
Let's not release their appearance here first, after all, the enemy design still has some mystery!

ChangYou held the stone
So far, there are already 3 maps that have been made and run through, not including the prologue part of the playtest
Follow-up maps are also being made.
Finally, I hope you will reap more joy and fruits in this harvest season!
Producer
Carter Chang
Weibo:黄金阿鲁卡多
