HUD significantly darkened to make key elements pop.
Weapon buttons now show estimated damage to target.
Added Threshold system to damage.
(Maybe some day I'll make actual attack animations instead of just using the same temp slap for everything. Then combat can look less weird.)
#CherubDev #UE5
Weapon buttons now show estimated damage to target.
Added Threshold system to damage.
(Maybe some day I'll make actual attack animations instead of just using the same temp slap for everything. Then combat can look less weird.)
#CherubDev #UE5
Comments
Crunched meshes!
https://bsky.app/profile/polygoncherub.bsky.social/post/3ln2cctxu6k2e
Can I Wishlist it on steam?
https://www.youtube.com/watch?v=-4IEsEAHFz0
Generic terms; It's kind of a shield. It starts at 100%.
When damaged, a random dice roll is made. If that value is <= the current TH, the DMG is blocked and the TH is reduced by that dice roll.
So at 100%, it's a guaranteed block of one hit. If idle for 5sec, it refills.
Every weapon equipped to Clover has HP. When damage makes it through the TH, it applies to the first weapon in the list. Damage will not bleed over to the next weapon, until it runs out of HP and is destroyed, un-equipping it.
(Enemies have a unified HP bar. And do not lose weapons.)
These rep the 4 equipped weapons on Clover, each mapped to a button. They display their estimated DMG they'd do to the current target. DMG is based on target Level vs Weapon Level.
Clover's Level is an average of all equipped weapons.
The only color that will be consistent is the Left Arm, which will always be red.
(I almost made a joke about how the weapons were Damage, Fire, Explosion, and Special because the HUD reminded me of those NFPA hazardous materials diamonds that one sees on semi trucks.)
Solid solid work!