Visual Damage Feedback & Training System


 Excited to share the latest development progress on Tower of Infinity! This update focuses on enhancing combat feedback and providing better tools for players to test their builds.

  ✨ New Features

  🔢 Floating Damage Numbers

  - Implemented a complete visual feedback system that displays damage numbers when hitting enemies

  - Clean animations with configurable distance, duration, and colors

  - Fully decoupled architecture using global events for seamless integration

  🎯 Training Dummy System

  - Added specialized training dummies for damage testing

  - Smart regeneration system: 5% health per tick with forced regen when health drops below 5%

  - Dynamic scaling: dummy health automatically scales with player level to stay relevant

  - Modular component-based design for easy expansion

  🎬 Enhanced Combat Animations

  - Improved enemy hit animations with smooth transitions back to idle state

  - Non-blocking async animation system using Godot 4's await patterns

  - Full compatibility with inheritance system (works perfectly with dummies and all enemy types)

  🌌 Domínio Selado Visual Improvements

  - Added atmospheric lighting with global darkening effect

  - Point lights highlighting key interactive objects (altar, pillar, chest)

  - Starry background for areas without floor tiles

  🏗️ Technical Highlights

  All new systems maintain the project's modular, data-driven architecture:

  - Clean separation of concerns between UI, game logic, and visual feedback

  - Component-based enemy system with reusable regeneration modules

  - Event-driven communication preventing tight coupling between systems

  - Scalable design that adapts to player progression

  🎮 What's Next?

  These improvements lay the groundwork for more advanced combat mechanics and player progression systems. The training dummy will be essential for balancing future weapon upgrades and skill trees!

  #IndieGameDev #GodotEngine #GameDevelopment #ActionRPG #TowerOfInfinity

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