I. Project Details
Inspiration: this Project is heavily inspired by God Of War 2018 and GOW Valhalla gameplay
Gameplay loop: basically like dungeon quest
Theme: no idea
Controls:
LMB: basic attack
RMB: charged attack
Q: block/ parry
Space Bar: one click for dodge, double click for roll
II. Project Journal
July/2026
Created a group attack system
Each enemy evaluates its suitability to engage the player by calculating an aggression score based on several criteria:
Am I allowed to attack?
Am I on the target screen?
What is my angle from the target?
What is my distance from the target?
Once all enemies have calculated their aggression scores, the scores are stored in a table and sorted from highest to lowest.
The system then uses an aggression budget (or aggression pool) to determine which enemies are allowed to become active attackers. Starting from the highest-scoring enemy, each enemy subtracts its score cost from the available pool:
- If enough aggression budget remains, the enemy becomes aggressive .
- If the pool is exhausted, the enemy remains passive , they will then hold their position.
Among the enemies selected as aggressive:
- Lower-priority aggressive enemies move closer but not directly at the player.
- The highest-priority enemy becomes the primary attacker and directly engages the player.
Useful resources:
Group combat in GOW technical details
How to setup rojo and project structure
Dungeon generation thingy
This post is for me to track progress, I will try to update this post once in a while
There is no playable demo