I have too many things inside my head at the moment and in the last two weeks
the game development became less organized and more "hacky". I also missed last week update, my bad...
I did some experiments with different control schemes like touchscreen and xbox controller. It's
really hard to keep everything coherent: every type of control have its advantages and limitations that
influence the gameplay too (I need to think a way to replace the "mouse over" action).
However, here's the changes:
- Default attack action with LMB click on enemy
- Pathfind used to reach NPC (in combat mode) and Containers when there's not a clear line-of-sight
- NPC uses pathfind to find again its patrol path (after a combat)
- First melee attack animation (sword attack)
- Combat idle animation
- Placeholder walk animation
- Fake bumpmap shader (little detail even without dynamic lights)
- Experiments with "bird view" camera style (removing ceiling and disabling camera collision)
- Experiments with 3D HP bar
- Desaturated and blueish color tint in postprocess shader
- Bug fix: weird neck bone rotation during pause
- Bug fix: NPC can see through walls