Hitbox changes and Boss Model

New this week

This week a new system of hitboxes was implemented, featuring variable damage multipliers. Alongside this the first boss has been modelled and textured. Some more material work could be done but otherwise its fine.

Hitbox Changes

This change transitions the enemy hitboxes from a single bounding box to multiple hitboxes. This also gives the opportunity to have various damage multipliers on various body sections. With this the original bounding box system is still functional alongside it. This simplifies the creation of smaller enemies that really don’t need complex hitboxes.

The biggest issue implementing this system was with dealing with piercing or cleaving attacks. As to be expected, without any protections a melee strike could overlap all individual hitboxes in an enemy for stacking damage. To solve this melee and projectiles remember which enemies they strike and ignore subsequent strikes on the same enemy. This still allows attacks to cleave multiple enemies but disallows the same enemy being struck multiple times in 1 attack. This memory gets cleared when the melee hitbox or projectile resets.

Boss Model

The first boss model has been created. The length of his limbs is intentionally long. His material could do some work, especially around the boots and belt area. I’ll keep working on his materials until I feel happier about them. Then I’ll move onto rigging and animation.

What’s next?

Next is to keep working on the first boss’s materials and rigging. Depending on how things go I’ll do some more work on the hitboxes because there can be some changes made to improve that.                                                   

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