A lot of under the hood work today that unfortunately doesn't reflect too much into gameplay. I reworked a lot of the skill systems shared functions and inheritance structure to a much more modular approach as well as locking most of the math into only a few variables that will make tweaking and tuning much easier.
I've also changed how enemies are targeted when it comes to melee attacks. Previously they were targeted using the cross-hair whether in first person or not which is counter-intuitive for most players, and caused a lot of "misses". This approach was originally taken on because of the problem of aiming spells like fireball while in third person. I hope to move that system back to a "from the player" approach as well, tomorrow, as the current approach of launching from the camera can cause spells to hit walls behind the player.
Stuns are in as well and everything seems to be working fine. There were a few problems with Fridays patch, but I believe I have ironed them out. I will fix meteor and comet so that they work indoors like ice spikes do now, then be adding slow to ice, burn to fire, something to lightning (debuff? stun?), and of course more skills for the all trees in general, now that things are working as intended.
v 0.2.1e - 2018.07.09
- Skill damage and costs are now based on cooldown, skill tree, and tree tier, with exceptions for AOE/Utility skills
- Melee type attacks now pull targets from a 2m long 90 degree cone originating from the player, prioritizing distance over angle
- Ice spikes will now climb/lower themselves up to 1m from the last spike
- Monsters/animals can now be stunned with shield bash (no visual indicator yet)
- Added stomp graphics and audio
- Fixed new characters throwing errors
- Fixed the character select window hiding the "create" option when enough characters exist
