In attack mode, the behavior of mobs will not vary as much as in defense mode. In the end, all living or otherwise creatures in this mode want only one thing - to get as far away from Wilfred and his tank as possible, and there are not so many ways to achieve this goal. But shooters, for example, will still try to destroy the death machine while there is enough distance to it. Shamans and other mobs with support functions will also cast their effects on allies. However, as soon as they get too close to the tank, the instinct of self-preservation steps forward, and they stop any activity other than running away as fast as they can. This distance, by the way, is dynamic - the faster the tank moves, the more the range attacks distance interval for each mob will shift to the right.
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Obviously, new characters mean new cutscenes. So I provided the first with the second. And somehow they ended up connected with a story of the Slaughtro axe, showing the story of how Wilfred did aquire it and its use in practice - quite bloody, I must say. As before, the presence of new characters in the story after the first encounter is purely optional, as the dwarf, in a fit of bad mood, is quite capable of hacking to death both Porck and Whelp.
This time I almost managed to keep from traditional modification of the cutscenes and their editor, apart from adding a new command to move the camera, using curves and an anchor, similiar to command moving actors, and adding an autoselection of command names, so that the accidentally entered "dialog_wilfred_5", when the cutscene already contains both "_6", and "_7", simply turned straight into "_8", instead of throwing an error. As the cutscenes in current state can easily contain a hundred or two commands, it’s quite easy to lose count in their names.
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Every punk orc needs some punk rock! Therefore, specially for Porck, I wrote some. To be honest, I have no idea how well the track I made fits the genre, the main thing is that it fits the character. But I've really tried, putting together distinctive drum sequences, guitars and bass of specific timbres and completing all this with perky brass. I’ll tell you a secret, the track is called “Boar and Dwarf” for a reason, it even has some lyrics, telling the story about the tragic encounter of the dwarf Casimir with a harsh forest pig, preceded his meeting with the main character of the game. But you'll probably never see it, as the lyrics are written in my first language, and I doubt I will be able to translate them to english anytime soon, not even speaking of recording vocal. Anyway, the ingame version of the track remains purely instrumental.
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Some of you have probably wondered what dwarf needs a tank for, or why there is "side-scroll shooter" in the game genre. The answer is simple - in addition to the defense against hordes of mobs, the game, since the earliest concept, meant to also include chasing the same hordes, running away as fast as they can. It was implemented in some form in the prototype with the old graphics, but no work has been done on it since then.
But now the time has come for me to shake off the dust from the old designs (and to trash them away, as they are horribly ugly and completely useless in the new conditions), and for Wilfred to finally show everyone who is the boss in this damn forest. And he will start, perhaps, from the nearest pile of rocks.
What exactly am I talking about is the movement of the tank in space and its interactions with inanimate objects - rocks, trees and other junk generously spawned in attack mode. Some objects can be easily dragged by tank to be eventually crushed, others will remain standing in place after a collision and if the damage wasn't high enough to immidiately destroy such object, the tank will stop as well. The tank itself also takes damage in collisions, so in order to carelessly crash through everything on its path, tank must be heavily upgraded. I've spent quite a lot of time trying to make interactions with objects more believable and interesting, taking into account many nuances and adding a number of hidden properties to objects and tank parts that affect their behavior in collisions, and most of this also applies to mobs. But I'll get back to mobs next time.
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