v0.2.1 - Enemy AI Foundations
Tonight’s update pushes the game version up a minor version to add our latest feature: enemy AI!
While the current game isn’t much of a game yet, you can at least begin to see how I’m building each feature with the goal of having enough features to compose the final level. The steps of that process go something like this:
- create player with basic movement and shooting
- create enemies with basic movement and shooting
- create collectible weapons to reload guns
- add enemy AI
The AI is a pretty generous term at this point :) But it’s nonetheless AI: the NPC soldier can move about from point to point autonomously and it’s aware of the player enough that if it gets too close, it’ll shoot at them.
Anyway, that’s a big chunk of text for a small bit of functionality. This is a good time to give feedback about what’s missing since at this stage is very easy to see what needs to be improved (literally everything).
How should the enemy behave? What are some issues on the horizon with the current implementation? What should happen if the enemy is shot? the player?
Files
Get Goblins versus Mechs
Goblins versus Mechs
Status | In development |
Author | Lowtek |
Genre | Shooter |
Tags | 2D, run-and-gun |
Languages | English |
More posts
- Update v0.3.1: Bullets and StuffFeb 18, 2022
- First Dev Builds Up!Feb 11, 2022
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