Development Week 16
This week was mostly about making MoonBurn’s characters feel more alive in combat. Enemies can now use animation events from Spine, which means attacks can be timed to the actual “hit” moment in the animation instead of just happening instantly. Simpler enemies can still damage on contact, but more dangerous ones can now telegraph their melee attacks, lock onto the player, and only deal damage if you’re still in range when the strike lands.
I also added some new visual feedback for damage and deaths. Characters can flash when hurt, and defeated enemies can pop with a small cartoon-style Niagara effect. It is still early, but this should help combat feel less like hidden numbers going down and more like something is actually reacting on screen.
There was also a small but important aiming fix: the player’s aim visuals now respect the character’s facing direction when the sprite flips. That sounds boring on paper, but in-game it means the weapon/aim pose should finally point the right way instead of getting reversed in certain directions. Small step, but a good one for making the hand-drawn character setup feel properly connected to the controls.