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Implementing character animations for Enemy entities in the Combat Screen. This includes Enemy Idle animations (the same as idle animations in the Main Game Screen), and a Move animation (such as a jump) that will be displayed when the Enemy performs one of the combat moves (i.e. during combat Attack, Guard, Sleep, or Special animations).
Dependencies
Idle animation sprites for Enemy NPCs from the Main Game Screen
Other Enemy NPCs can be added progressively to the Combat Screen
Milestones
Create a separate animation controller for entities in the Combat Screen (Sep. 26)
Create a separate entity factory for displayed entities in the Combat Screen (Sep. 27)
Add logic to allow different animal combat animations to be triggered from the Combat Manager (Sep. 29)
Find/create appropriate sprites (or use one provided by the Enemy Team) for Idle and Move animations that follow the style of the current Chicken NPC. (Sep. 30)
Update atlas file of the Chicken to include combat_idle and combat_move. (Sep. 30)
Add the animations to the AnimationRenderComponent of the combat Chicken. (Sep. 30)
Add animations for other Enemy NPCs in Combat Screen, as they are progressively added to Main Game Screen (Oct. 2)
Description
Task: Enemy Animations in the Combat Screen
Feature: Combat Enhancements: UI, Animations, Items, and Multi-Attack
Implementing character animations for Enemy entities in the Combat Screen. This includes Enemy Idle animations (the same as idle animations in the Main Game Screen), and a Move animation (such as a jump) that will be displayed when the Enemy performs one of the combat moves (i.e. during combat Attack, Guard, Sleep, or Special animations).
Dependencies
Milestones
combat_idle
andcombat_move
. (Sep. 30)AnimationRenderComponent
of the combat Chicken. (Sep. 30)Completion Deadline: Oct. 2
Documentation
Enemy NPCs
Entity Animations
Member
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