Enemy Scripting
The procgen, Mission Deck, and Booster Pack related functionality is in working order, so I am beginning to focus on adding behaviors to the objects spawned during level generation, such as enemies. This mainly involves coming up with a good base class that I can use to build numerous enemy types and making various states to control enemy behavior. Right now, I'm working on making sure that enemies can react to and attack Linda, the tank that players control. This involves programming the aim and fire logic, as well as sensing, so the enemies can know how to identify Linda. I also have to do some work with making the menus controller-compatible, so that players can play through the game without needing a mouse. After that’s done, I’ll try to get the pathfinding in order, which will be a challenge because of the procedural generation and uneven terrain. Despite this, I’m excited to do research and see what I can come up with.
Get Shellshufflers
Shellshufflers
The ultimate tank and her unwitting crew
Status | In development |
Authors | Leeman, Anonymous_94, lightningfist13 |
Genre | Action |
Tags | Co-op, party-game, Procedural Generation, Roguelite, Tanks, Top-Down |
Languages | English |
More posts
- Semester Final Stretch and ReflectionNov 29, 2023
- Milestone 4: Playtest PrepNov 28, 2023
- Development of Assets Over TimeNov 28, 2023
- Looking AheadNov 06, 2023
- See Mountains And Drive ThereNov 06, 2023
- Minimally Viable LindaNov 06, 2023
- Devlog #2: Player Character and Asset DesignOct 31, 2023
- Early Concept Art and DesignsOct 31, 2023
- Booster PacksOct 31, 2023
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