I’ve improved the archer animation so that they now aim towards their target. See how the archers adjust their bow angle to try and hit the baby red dragon. I’m using simplified AI for this demo and the arrow physics may differ (gravity and velocity) from the final game.
I spent most of this week working on unexciting documentation and file prep. I am trying to create a "lite" development version of BM2 that doesn’t take 7 years to compile. I’ll do this by temporarily removing items from the library that aren’t being used (such as backgrounds, cutscenes, music etc.)
Stampede! I’m having a lot of fun pretending to be an animator. As you can see I’ve improved the horse animation significantly from the original. Animation is a long a tedious process but the end result is cool to look at. It’s going to be worth the effort though. I’ve been working on other animations as well, but that’s top secret information. If I tell you I’d have to … try and convince you not to tell other people.
Check out the new character animations of the stealthy Jonin. Featured here are the Fist, Sai, and Katana Jonin. Notice their amazing mobility; landing arrows in these targets may prove quite challenging. Also watch how they pass off the fire orb artifact as an example of their ability to quickly escape with valuable items. The Jonin have a combination of basic attack moves and a special melee and jump attack. The basic moves cause blunt damage (from fists and feet) and the special attack damage is different for each weapon type. For example, the Katana Jonin’s special moves inflicts slice damage whereas the Sai Jonin’s inflicts pierce. Your allied troops and structures may be weak or strong against certain types of attacks.