To start things off, I revamped the generic cave areas to make them feel more natural and less geometric. You can see a comparison shot in the first image I've attached.
Also, I've come to acknowledge one of MMF2's biggest pitfalls related to object management. It's pretty annoying how, when I want copies of the same monster to behave independently from each other, they either all do something at the exact same time, or only one of them does what I want it to while the other copies just act goofy.
Despite this, however, it seems like I've finally figured out a decent way to attach separate collision mask objects to certain monsters. What this means is that, for the first time, I can actually make monsters and NPCs that jump in the air and adjust their height like the player can. As you can imagine, this opens up a lot of new possibilities for monster behaviors and attacks - such as the monster in the second screenshot which moves exclusively with jumps.
No longer will Ikkin be the only character in the game world that can lift her feet off the ground.
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