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Devlog memories #3 - Hero model, animations & enemy health logic

[p]Hey there! [/p][p]In this devlog, we will show you how we implemented the first version of the hero model - along with basic movement and attack animations. This allowed us to properly test how the character feels in motion and how combat flows moment-to-moment.[/p][p][/p][p]On the combat side, enemies can now be defeated with a few hits instead of one, which gives us much better insight into pacing and balance. We’ve also introduced enemy health values, although for now there’s no visible HP bar – everything happens under the hood at this stage.[/p][p]This setup helps us validate animations, hit timing, enemy reactions, and overall combat readability before moving on to UI elements and more advanced mechanics.[/p][p]Still early days, but step by step it’s all coming together![/p][p]As always, thank you for the feedback and support – it genuinely helps us shape the game! See you in the next devlog! ~Tom[/p][p][/p]