Some updates I made as the alpha has been given to people to check out. I also worked on the character controller and camera controller in general, making tweaks and speed adjustments to make it more enjoyable and smooth for the testers.
I created the Hell Knight and created some behavior for him, with a variety of attack animations that allow him to be vulnerable to your weapons. I also added patrolling that can be enabled for units and I added shields to skeleton warriors to make them a bit less vulnerable.
Also the archers shoot towards your intended path when you are strafing with a bit of randomness to make it more natural.
Still a lot to do of course, let me know if something is particularly bad
So I have completed a few updates this week, first some additions to the axe shown in the video
The axe can now be upgraded to increase it’s effectiveness, normally you throw it and it comes back, now with upgrades it can bounce between enemies as shown in the video, with 2,3 and 4 bounces at least (the system just has a limit I can change and a distance of effect, which can also be upgraded.
I also added a few sounds and a small delay when the axe hits something to try to give it some more punch.
I added actual arrows, with trail, a bow with an animated string and a quiver as well as sounds for loading, string tension, shooting and arrow-woosh…
So the skeleton follows you and it has a range after which he starts shooting arrows while walking, if he gets closer he stops walking and just shoots arrow and if you move away he will continue pursuit.
I had him running like his sword wielding buddies, but that was a bit too much and would be lead to less variety. So zombies are the slowest, archers are slightly faster, but they have a range and skeleton warriors are really fast, but have a short range (melee).
I will add some randomness to his targeting as well and call him done for now (which means awaiting a modeling and texturing pass, basically polish)