Progress Devlog 3 - Enemies + Interactions + Puzzles
Adding Enemies + Interactions + Puzzles:
Stage 1: Creating NPCs
I already had created a village to house some NPCs.
Now I needed to make interactions with them (create dialogue).
I used trigger zones plus an interact button to initiate the dialogue.
I also added a typewriter effect when dialogue is displayed, as well as "sessions", so that the player can see a new dialogue each time they speak with an NPC. On the last session, the dialogue will loop.
Stage 2: Signs
I also wanted to have intractable signs within the game to guide the player on what to do, as a sort of tutorial.
They function in the same way as characters, where they will go through sessions and then loop through the last session if the player interacts with them again and again.

Stage 3: Horse conundrums
Unfortunately a large portion of this week was spent trying to fix bugs that were occurring when the player was switching scenes with the horse. The issue was that the horse needed to stay with the player if it was being ridden, which sounds simple... but this created a world of problems!
It appears to be working well now.... but I'm crossing my fingers it stays that way.
(Gif: Horse can finally be ridden and kept through scenes without causing absolute mayhem. It may not seem much... but this took many, many days to get working!)
Stage 4: Weapon Interactions + Sounds
I added a few more weapons to the list. There's now an assault rifle, a "some kind of giant big machine gun thing", and an RPG launcher.
I also added custom bullets for each weapon, which do different levels of damage to the enemies.
(Gif: All cats have the right to bear arms... )
(Gif: Some weapons have higher knock back and damage... )
I can't demonstrate it here, but there are also different sound effects for each weapon. I find the missile launcher particularly satisfying!
Stage 5: Enemies
Now that I had a reasonable array of weapons, I needed some enemies. I created a basic patrol script so that enemies can walk back and forth. They can also detect you within a certain vicinity and will speed up to get closer to you.
Enemies will also pickup weapons if they are unarmed and will shoot before asking questions.
I also made an upper and lower hitzone on the enemies, to make use of the crouch feature that the player has. Now, by ducking, you can take out the legs of an enemy and knock them over.
There's still a fair way to go regarding enemy interactions, but it's getting there.
(Gif: Take out the legs. Demonstrating lower and upper hit zones on enemies)
Stage 6: Player Death and Respawning
Lastly, everything I did for damaging enemies, I now needed to reverse and apply to the player. Different weapons will do different damage to the player, although most will kill them instantly, to create a challenge .
I also made an animation for player death (which is currently causing a few bugs!), and a re-spawn mechanism.
Stage 7: Puzzles
Still haven't got to this point yet.
Player Feedback this week:
Not a lot of feedback this week.
- Some issues with text facing backwards in dialogue, which i have since resolved.
- Player slows down briefly after jumping (not yet resolved)
- Horse could move faster and perhaps implement a galloping animation (would love to do this if i have time)
Get KIT109 - Fur Force: Kittens on Call
KIT109 - Fur Force: Kittens on Call
Help the Fur Force team on their mission to save a poor mother and her baby kittens from the arsonist humans!
Status | Prototype |
Author | woofleboofle |
Genre | Platformer |
Tags | 2D, Action-Adventure, Co-op, Multiplayer |
More posts
- Progress Devlog 6 - Testing2 days ago
- 3C - Documentation and User Guide2 days ago
- Progress Devlog 5 - UI / Polish6 days ago
- Game Testing7 days ago
- Progress Devlog 4 - Presentation / Graphics13 days ago
- Summary - Week 327 days ago
- Progress Devlog 2 - Basic Level Blocking27 days ago
- Summary: Week 1 and 233 days ago
- Progress Devlog 1 - Player Movement33 days ago
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