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  3. Here's how enemy animations have improved our combat system.

Here's how enemy animations have improved our combat system.

We've spent the past month creating and implementing animations for the Henchmen.
[p][/p][p]One play tester noted that our Henchmen felt too static, so we've focused on creating dynamic movements that show case the mechanical nature of their bodies and make them more reactive to gun fire.[/p][p][/p][p]Headshot Stagger Animation:[/p][p]Triggered when you shoot the Henchmen’s chin or visor. This long stagger buys you time to reload or escape.[/p][p]
[/p][p]Punch Attack Animation:[/p][p]Triggered when a Henchman reaches you. Currently undodgeable, but that may change based on feedback. If you get hit, you’re stunned for half a second—your best bet is to run and retaliate.

[/p][p][/p][h3]We also released a new Combat Reel on our YouTube channel showcasing recent progress.[/h3][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Here's what you'll see in the video:[/h3][p]1. Henchmen punch attacks [/p][p]2. Henchmen: 3 stagger animations (face, left, right) [/p][p]3. Aim assist + aim glide improvements [/p][p]4. Grapple vs. Corpse Spawn [/p][p]5. Guided missile vs. THUG aircraft [/p][p]6. Elite henchmen punch-out execution [/p][p]7. Directional reaction hits (player) [/p][p]8. Ranged henchmen evasion [/p][p]9. 2 Corpse Spawn variations [/p][p]10. Improved Corpse Shifter shield VFX[/p][p][/p][h3][dynamiclink][/dynamiclink][/h3][h3]What's left before we launch the game? [/h3]
  1. [p] Finalize ammo box art and pick up placement in each map[/p]
  2. [p] Place new enemy types in each level of the game[/p]
  3. [p] Add more combat sections to secondary areas.[/p]
  4. [p] Playtest, playtest, playtest.[/p]
  5. [p] Sound polish.[/p]
  6. [p] Cut scene improvements.[/p]
[p]Thanks for checking out our post! Wishlist Alter Evo and play the demo today![/p][p]
-Technical Fiction[/p]