Devlog #11 - Noxturris: Better AI with casting time for some skills

Опубликовано: 10 Сентябрь 2026
на канале: Mathieu Vaillancourt
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This is another work in progress video of my JRPG inspired game made with Unreal Engine.

Certain skills now require a “focus” state to be able to use them. In this example, the skeletons have skills that hit the head, body, arms, and legs but if they want to use them, they must be in their "concentration" state (which is a skill that gives a "Can Cast” buff). The higher the enemy level, the longer the “Can Cast” buff will be active.

Notice in the video that when they hit the player character's legs, they suffer a debuff that affects their active time. The order of initiative changes drastically to their disadvantage with this debuff. I really like how it turns out.

In the AI ​​utility I created for the enemies, if the player's active time is less than the unit's active time, they will generally not perform skills that can negatively modify their active time. action and will instead perform a basic attack or use a skill that can increase his activity time (If he has this kind of skill)
#unrealengine #indiedev #rpg #turnbased #stylized