Marc Philippe Beaujean
The only difference between ordinary and extraordinary is just that little "extra".
cross-posted new article on game dev
improved enemy animations by using animation layers
Balanced elements of the game
created new gui update where the bar for player stamina shows a preview of how much it is being deteriorated
improved project file structure
posted new blog post on maths for game development https://byteschool.io/post/practical-introduction-to-vectors-for-game-development
reposted blog post on reddit
added particle and sound effects to various weapon interactions
refactored melee system to use raycasts for hit detection over collision
Added sliding mechanic that crouches and accelerates the player
Fixed final bugs with parry system
Refactored the way in which weapons deal damage to characters
Player can now parry/block enemy attacks, still need to fix bug where player is not facing enemy but still blocks them
Added kickback animation for whenever the player gets hit
Refactored melee system to use animation behaviors to manage transitions for swings
Fixed bug where perfect strike was not detected
fought against the first real enemy coming to the game :)
discovered new bug origin, but not sure how to fix
refactored various aspects of the weapons management code
script now lets player parry when pressing right mouse button
finished writing blog post on vector maths for game development
Using collision enter method instead of triggers to detect weapon collisions