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Enemies should utilize several animations over their lifecycle:
Create custom component to handle animation
Scale up while spawning (from nothing)
Transform/rotate enemies slightly to simulate motion
Scale down when exiting at destination
Maybe base this on distance to exit waypoint?
Enemies should have their exit animation sometime before being destroyed at the exit, in order to give a satisfactory animation time. However, a life should not be substracted until they have fully "reached" the destination (inside tower).
The text was updated successfully, but these errors were encountered:
Enemies should utilize several animations over their lifecycle:
Enemies should have their exit animation sometime before being destroyed at the exit, in order to give a satisfactory animation time. However, a life should not be substracted until they have fully "reached" the destination (inside tower).
The text was updated successfully, but these errors were encountered: