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General Hero damage guidelines
Jay Garcia edited this page Aug 9, 2019
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2 revisions
- Player receives damage when:
- Hit with any projectile (enemy weapon or automated dungeon mechanism [think arrows from walls])
- Bumps into an enemy
- Falls off of a ledge
- Walks on a dungeon tile
- After receiving damage, player blinks for a second (invincible) to allow them to retreat to another position.
- Sound played for damage received
- what triggers the getting hit animation?
- if you're attacking and being attacked...
- if you simply run into enemy
- Use for light projectile hits & collisions with enemies.
- When colliding with enemies, player is pushed back a bit.
- Animation sequence: 1,2,3,1. 120ms for initial frame, 80ms for the rest.
- For Player stays in place for this hit. (like a jab)
- Frame sequence: 35, 32, 33, 34, 33, 34, 35. 120ms for initial frame, 80ms for the rest.
- Player is pushed back (standing position changes) up to 24 pixels by this hit.
- Frame sequence & adding a flash to emphasis the impact. 35, 32, 33, 34, 33, 34, 35 . (flash frame is bold)
Damage sprites are pretty self explanatory. (Facing down, Left & right, facing up)
- If the hero is > 20% over the ledge, he slides off.
- Custom falling sound played when in falling state (descending tone).
- Sprites to be drawn for falling animation
- When the hero falls off of a ledge, an animation occurs and hero takes damage.
- Afterwards, he re-spawns to the exact place he entered the screen.
Example:
- Death animation still needs to be developed. (proof of concept)