Math blog

This week I completely refactored the weapon attack system, along with the weapon animation system. To do this I had rewritten the attack code to use a state machine, along with boolean logic to determine which animation to play and which damage values and percentage chances to fetch.

Along with this I had implemented the ability for the player to do a “critical” hit when attacking, which multiplies the players damage for said attack by a small amount.

Work Blog

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