Heartland (a.k.a. Bad Brothers) enemy development. Original game version is a simplistic boss enemy with high range and damage but slow speed and practically no means to defend himself against player attacks.
Updates are to include improved animation, standard upgrades to motion trails, and voice effects. Difficulty increased with slighter higher movement speed, an even longer reach, and near immunity against bludgeoning type attacks. Will also become more effective at close range, with a dangerous bear hug grapple that will severely damage targets.
2011_05_30
- Removed sprites:
- False transparency (replaced with true transparent motion blurs):
- a5
- a7
- a9
- Fall/Pain (replaced with standardized defense poses):
- p1
- p2
- p3
- thrown1
- thrown2
- thrown3
- thrown4
- b1
- b2
- b3
- s1
- s2
- s3
- New Sprites
- 0001, Jump/Land.
- 0002 – 0005, Decapitation.
- 0006, Kick blur.
Motion blurs added.
- Attack1 (Hammer strike) now steps forward for slightly more range.
- False transparency (replaced with true transparent motion blurs):
- Run attack includes landing/jumping frames and dust.
- Animation offsets tweaked for Kick, hammer Sweep and Hammer Smash. Rang settings also tweaked to ensure each one is used at proper distance.
- Defense settings added. Now takes .25 damage from bludgeoning attacks. Attackers attempting a bludgeon knockdown are paused briefly and laughed at.
2011_05_31
- Added grappling animations.
- Bear Hug.
- Toss.
2011_06_01
- In game profile:
Resolved animation issue with Heartland performing Bear Hug against another Heartland. Caused by order of damage/bind/flash calls.
2011_06_02
- Riseattack complete.
- Need to resolve Special and special2 for AI vs. Player control.
2011_06_03
- Special sequence completed. Will now toss opponents; a modified version of riseattack will be performed instead if target is immune to grabs.
2011_06_08
- Playable version can no longer perform “Special2”. It is identical in function to “Special” and intended for AI to break away from infinite combos.
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