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(+1)

Hello, I have some suggestions regarding enemy characters.

- I’d like enemies that enter the attack range to move around occasionally, rather than just standing still and continuously attacking.

- I’d like to see burst fire added to enemy attacks.

- I’d also like to see a reload time separate from the attack delay (to create strategic opportunities where enemies are temporarily vulnerable).

- When the “Immune to Stun” option is enabled, enemies don’t react even when attacked from behind as long as they haven’t spotted you, which feels a bit off.

- Is it possible to adjust animation speeds individually? (Especially for death animations.)

- For 8-direction sprites, how about an option where setting one side automatically mirrors the other?

- Regarding enemy sprites, (I’m not sure if this is the correct term), could you add an option to anchor the pivot to the bottom center?

- I came up with a mechanic where enemies spawn and transform when an enemy dies, but it seems the spawned enemies do not inherit the direction of the enemy that spawned them.

- I’m not sure what’s causing it, but when a player’s attack hits an enemy, that enemy’s attack delay seems to become unstable.

The video below shows footage of me creating enemies and weapons on a whim and placing them on a terrible map. (I borrowed assets from realm667.) And You can also see some of the issues mentioned above.

Above all, I want to share my joy at being able to easily add enemies and weapons, as well as my excitement for what’s to come.

Translated with DeepL.com (free version)

Helloo! I really appreciate you taking the time to share such detailed feedback and bug reports 🙌

An enemy overhaul is already in the works, so these suggestions came at the perfect time. The upcoming update will focus on new features, optimizations, and bug fixes. The Immune to Stun oversight definitely slipped under my radar thanks for catching it!

Regarding individual animation speeds, It doable and simple, I guess I might expose custom duration/speed settings directly in the Enemy Resource (especially for death and pain animations) in the upcoming update. As for sprite alignment/floating issues, make sure the collision shape ends precisely at their feet, and ensure all sprite frames share the same canvas dimensions with the base aligned to the bottom.

Also I’ll make sure spawned enemies properly inherit the original enemy's rotation/facing direction, and I’ll investigate the attack delay inconsistency (it weird lol). Expect fixes for these bugs in the upcoming enemy update!

Also, after I watched the video I realized that an option to customize different weapon positioning is essential. Thanks again for sharing. btw I loved seeing that playground map in action 🔥

(+1)

Thank you for your reply. I really appreciate that you’re considering the suggestions I made. I’m looking forward to seeing the enhanced enemy NPCs.

Regarding the sprites: Since both these enemies and their weapons were originally cropped sprites made for DOOM, there are some issues with them. If I were to create them myself, I would follow the specifications provided by URST, but if it were possible to adjust the sprite offsets and scales individually, that would be greatly appreciated.

And Thank you for watching the video as well! I hope to be able to show you a better version next time.