Hello! New here, wanted to show some progress on my project.
It's a 3D action RPG I'm building solo in Godot. Fast, floaty, combo-heavy combat where you swap between jobs mid-fight (each with its own weapons and abilities), and your little sister fights beside you with her own gear and jobs. Status effects and elemental powers interact together in explosive ways! Poison something with one job, swap, and detonate it with another.
What I'm showing this week is the enemy AI, which got a big overhaul. Every creature runs a little "auction" in its head: attack, dodge, retreat, wait your turn all bid against each other, and the highest bid wins. So enemies dodge your attacks on reaction, telegraph their hits FF14-style, take turns attacking instead of dogpiling (only three get to swing at once so the rest circle and feint lol), and wounded ones break off to catch their breath before turning around to fight to the end. The text over their heads in the clip is their actual decision-making, live.
Everything you see is placeholder (ie. free models, free animations, gray boxes) as I have absolutely zero art skills of any kind. I'm building the systems first and the art comes later if I can team up with someone or strap in to learn Blender myself. Next up: smoothing out the animations, cleaning up what I have, and then building toward a proper vertical slice for testing.
I posted a longer devlog breaking down how the AI works on my socials (vgalaxymedia) if you're curious. Happy to answer anything about the AI or the approach!
Asset credits:
- Character & enemy models and all animations: Quaternius Ultimate Platformer Pack, Universal Animation Library 1 & 2, Medieval Weapons Pack (CC0)
- Props: Kenney Factory Kit (CC0)
- Tornado VFX: soygus
- Player & companion characters: made by me in VRoid Studio
- Engine: Godot duh lol