You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Add a new ability that makes the player Dash quickly downwards at a 45 degree angle, and then when the player collides with an enemy (or wall) it stops and performs a damaging sword slash.
The ability should be triggered when player 'just_pressed' the regular Dash key, while also already pressing a downwards direction key (for testing lets set this key to 'S')
The DashDown shares the skill bar slot and cooldown with the existing Dash, however, the cooldown applied by this DashDown should be longer than that of the regular Dash.
^so that means if you let's say use regular Dash first, then you will have to wait X amount of time before you can use either regular Dash or DashDown, and if you use DashDown, then you will have to wait Y amount of time before you can use either regular Dash or DashDown, where Y is greater than X.
I already added the animation for this ability to assets/player/sword
The ability has 1 'intro frame', followed by 3 'loop frames' that should be played while the player is dashing in air, and finally a 'hit frame' that should be played when player collides with enemy or ground/wall. There's also 1 'outro frame' but this can be ignored for now.
The hit frame already includes purple dots that should automatically generate a damage collider.
There should be a separate and stronger screen shake effect once the player hits enemy/ground with this ability
This Dash should have its max duration and speed configurable in player config file.
The Dash always ends when player collides with enemy/ground, even if the max duration has not been reached yet. When the Dash ends through a collision then the 'hit frame' gets displayed and damage effects applied, but if the Dash ends by reaching its max duration, then the 'hit frame' should not get displayed at all.
When the Dash successfully hits a target it does AoE damage (to all enemies within the reach of the damage collider) and it also applies a 'Stun' effect to affected enemies (I will make a separate Todo item for the Stun effect)
The damage amount should be the same as for a regular sword attack.
The text was updated successfully, but these errors were encountered:
c12hz
changed the title
New Ability - DashDown
New Ability - DashDown [ $30 ]
Nov 23, 2024
c12hz
changed the title
New Ability - DashDown [ $30 ]
New Ability - DashDown [ $45 ]
Nov 23, 2024
c12hz
changed the title
New Ability - DashDown [ $45 ]
New Ability - DashDown [ $60 ]
Nov 24, 2024
Add a new ability that makes the player Dash quickly downwards at a 45 degree angle, and then when the player collides with an enemy (or wall) it stops and performs a damaging sword slash.
The ability should be triggered when player 'just_pressed' the regular Dash key, while also already pressing a downwards direction key (for testing lets set this key to 'S')
The DashDown shares the skill bar slot and cooldown with the existing Dash, however, the cooldown applied by this DashDown should be longer than that of the regular Dash.
^so that means if you let's say use regular Dash first, then you will have to wait X amount of time before you can use either regular Dash or DashDown, and if you use DashDown, then you will have to wait Y amount of time before you can use either regular Dash or DashDown, where Y is greater than X.
I already added the animation for this ability to assets/player/sword
The ability has 1 'intro frame', followed by 3 'loop frames' that should be played while the player is dashing in air, and finally a 'hit frame' that should be played when player collides with enemy or ground/wall. There's also 1 'outro frame' but this can be ignored for now.
The hit frame already includes purple dots that should automatically generate a damage collider.
There should be a separate and stronger screen shake effect once the player hits enemy/ground with this ability
This Dash should have its max duration and speed configurable in player config file.
The Dash always ends when player collides with enemy/ground, even if the max duration has not been reached yet. When the Dash ends through a collision then the 'hit frame' gets displayed and damage effects applied, but if the Dash ends by reaching its max duration, then the 'hit frame' should not get displayed at all.
When the Dash successfully hits a target it does AoE damage (to all enemies within the reach of the damage collider) and it also applies a 'Stun' effect to affected enemies (I will make a separate Todo item for the Stun effect)
The damage amount should be the same as for a regular sword attack.
The text was updated successfully, but these errors were encountered: