Tinkerer Fights Back
Updating the tinkerers attacks and how he overall fights the player has been a weeklong project. Getting each of the attacks off of a global 6 second cooldown was a must for this battle. Currently the tinkerer is underwhelming. Fighting him seems monotonous and doesn't have a lot of real danger while you're just spamming attacks on him. you just simply move every 6 or so seconds and you're fine.
To fix this, I added a cooldown to each attack. So the tinkerer now knows which attacks are currently not being used. From that pool of attacks he grabs one and sets it free. He currently still on a cooldown basis but I'm working on new tactics for his overall pace of the fight.
With his new attack updates were able to go from 6 second cooldowns to as fast as each attack can get itself back into the queue. His current attack logic is pick a random attack. double check its currently not running then remove that attack from the unused attacks queue. Once removed he starts the attack. When the attack has finished or reset if necessary he will set the attack to unused and add it back into the queue.
Disavowed
Status | In development |
Authors | King Studio, Devon0033, Mike_Sroka, Michael-W-Smith7 |
Genre | Adventure |
Tags | 2D, Action-Adventure, Metroidvania, Unity |
More posts
- Steam Launch!!!Dec 17, 2022
- Coming to a closeDec 16, 2022
- Project OverviewDec 14, 2022
- Steam StuffDec 13, 2022
- Achievement GetDec 11, 2022
- Controls Remapping AgainDec 10, 2022
- Steam funDec 09, 2022
- Boss Music ImplementationDec 09, 2022
- SteamWorksDec 02, 2022
- Callback Issue with Controller SupportDec 02, 2022
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