After uploading and setting the premiere, I thought about exactly that. Even in my native language it doesn't sound right. But then it was too late. A bit of a pain, but I think one can live with it 😅
I like it, I think the enemies fit the game well. That little explosive box doesn't use NavMesh because it wouldn't been able to jump, right? I tried to do that in my project and failed. Now i'll try to do it without NavMesh.
Very good eye! That was actually the main problem. You can make the agent jump between navmeshes that are detached from each other, but I just couldn't get a believable jump. A physically correct jump of a rigidbody just looks more believable.
Aw I LOOOVE little Boom! So cute. It's really cool to have 3 different enemies - great work.
I'm so excited for the Tower Mode patch :)
Thank you so much! :)
Is Lil Boom your favorite?
I read "I made enemies!" without the devlog part and thought you made enemies WITH someone.
After uploading and setting the premiere, I thought about exactly that. Even in my native language it doesn't sound right. But then it was too late. A bit of a pain, but I think one can live with it 😅
Amazing work, cant wait for more! I had a good laught when boomboy went into his sleep state after jumping into his death :D
Haha, thank you so much! That makes me very happy to hear! :D
Nice update, I love how you've been able to build so much personality into your enemies
Thank you so much Kyle! But when it comes to AI logic and features, I can still learn a lot from your devlogs! Very impressive!
From where to where man, really appreciate you my brother.
This is going to be awsome!
Thank you! Hope you enjoyed the video :)
I like how lil boom and spinny boy look! Spinny looks like it's a pain to jump on.
Thank you very much! I hope I have hit the right balance between risk and reward
I like it, I think the enemies fit the game well.
That little explosive box doesn't use NavMesh because it wouldn't been able to jump, right?
I tried to do that in my project and failed. Now i'll try to do it without NavMesh.
Very good eye! That was actually the main problem. You can make the agent jump between navmeshes that are detached from each other, but I just couldn't get a believable jump. A physically correct jump of a rigidbody just looks more believable.
how did you make hunders of stones flying around the level?
It's a single object that I've created in Blender using Geometry Nodes. I'm animating them using DOTween Animations :)
i like the new enemies
Hey, thank you! :)
Who is your favorite one?
@@anbagames the exploding one, although the spinning one will probably be more useful
@@voidwyrm6149 Hehe, good choice! Yeah, there will be some shortcuts (and maybe secrets?) that you can take using the mobile jumppad :)