Ice Dragon Combat Behavior

Non-Combat Sequences Idle Breath With Head Turn Behavior (optional) Talk every 5-10 seconds. Wounded Breath With Head Turn Behavior Dragon is wounded, player can walk up and inflict damage in this state. Player needs to look for weak spots. Stationary Flight With Head Turn Behavior Dragon appears flying stationary at start of map. It tellsContinue reading “Ice Dragon Combat Behavior”

Development Blog #1: Designing Trigger Box Logic

This style of dev blog will be meant to be kind of half tutorial, half you the reader following along with my thoughts along the way of developing this VR game. Right now I am about a month and a half into designing this new ice map. The ice map is meant to be theContinue reading “Development Blog #1: Designing Trigger Box Logic”