Working on Enemies


I should really keep track of these blog posts. Between school and work, I lose track of time. But in other news, the build was submitted earlier this week and I believe we did a pretty good job on it. As of right now, I am working on post-mortem stuff as I have time. In the meantime, I am working on the enemy and the enemy AI. As of right now, it looks like this:

Image of Enemy Box Colliders and Capsule Component

The enemy has two box colliers: a box collider on top for the death animation, and the one in the middle to interact with the player. When the player controller interacts with that middle hitbox, the player will lose one hit point, or in this case 25 out of 100 health. I think that it's three hits and it's game over.

Image of Chase Radius

This is the chase radius of the enemy. In the blueprint of the enemy, I'm using pawn sensing to sense the player when it comes into contact with the radius. When it's not in contact, it goes into a random roam mode, where it roams around the area until the player gets in the sphere. Though the enemy can't follow the player when it is behind the enemy. I am thinking about setting a different sphere collider, which shouldn't take much time.

Again, sorry for the late blog post, I'll be sure to keep you updated. See you next month.

Here's the video showcasing the enemy in action. Maybe a bigger sphere collider can work? I am not sure. Further testing is needed.

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