Continued refining the stamina mechanics! I mostly finished hooking up the combat system to the stamina system. Attacking and blocking now deplete a set amount of stamina, and a successful, correctly timed block/parry restores a bunch of stamina. The stamina meter also now slowly refills over time, and refills much faster when near a save point. I also made the code and artwork for “stamina flowers” (still need to think of a cool name), which when broken will spawn a stamina orb that flies towards the player and refills a bunch of stamina when picked up. This involved pathfinding logic using trig functions that make the orb fly at the correct angle and velocity towards the player. I plan to use this pathfinding logic for future pickup items as well. Lastly, I added a particle effect that plays when the player’s stamina meter is full, and another effect that plays when it is close to empty. Overall the stamina system feels really polished now, and I feel like the combat is a lot better now with the added stamina mechanics!
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