I took the day off today to get out from under a mountain of chores I’d been neglecting, but that’s okay because I made a ton of progress last weekend. I didn’t get around to working on dungeon interiors like I’d planned, but what I did do included:
- Cultist enemy (with placeholder mesh and VO)
- Enemy spawner placement and spawn rules
- Added exclusionary filter tags to spawn rules
- Adjusted health and damage numbers for all entities
- Made flying enemy ragdolls knock other enemies down
- Light column waypoints to guide players to dungeons
- Adjusted melee combat timing to feel more like Eldritch
- Optimized rendering of objects with small, distant lights
- Improved entropy of entity RNGs by salting their seeds
- Added new particle system size and distribution options
- Fixed pathfinding leading through blocking geo in rare cases
Tomorrow, I hope to work on dungeon interiors, enemy AI behaviors, player weapons, or some combination of all three. Eldritch 2 is finally starting to feel like a game, which has given me a renewed energy to work on it.
Just for fun, here’s a short clip (in slow motion) of enemy ragdolls knocking each other down like dominoes: