Combat Platformer in Godot 4: June 2023 progress
I have added a few features to my prototype of combat platformer made in Godot since February, as well as less visible QoL/debug improvements:
Gameplay
- Actions: Slide, airborne Attack
- Flow: better action constraints (cannot move while attacking on ground, but can move when attacking airborne, with locked direction)
- Enemy AI: Behaviour Trees with Yet Another Behavior Tree
Visual
- Feedback: red hurt color, blue invincible color during Slide
- More robust animation system with base (continuous) animations like Run + override (one-time) animations like Attack
Debug
- Restart all entities immediately when pressing R
- Debug overlay: FPS, current frame, currently pressed input
Assets used: