note: this has been migrated from elsewhere, and formatting may be a bit wonky
Testing a very rudimentary enemy AI. There's no real hit handling yet,
(although bullets can collide with scenery) but things are at least
starting to come together.
These little ghosty guys are really obnoxious, but they're obnoxious in
exactly the way they're supposed to be. They fly around the screen
unpredictably, moving through walls with impunity, and (so long as
they're not within a wall) they fire on you at frequent irregular
Also, they know where your reticle is and they'll run from that
shit, forcing you to aim indirectly. Which is fun, because it gives you
two choices: aiming past them gives you more control, but it leaves you
open, and they're going to come in closer. Aiming in front of them gives
you a lot less control of your firing trajectory, but keeping your
reticle close keeps them away, so they don't charge in.
There's still only one player weapon, which is this weenie gun.
If I were doing something other than very preliminary test work here, I would probably not put five of these fuckers in one room at a time when you only have the weenie gun.
also, playing with some really shitty collision code for
enemies - yeah, the variable ending lag on the roll is one of those
ideas that's cool on paper but feels like trash ingame. Just pulled
that. Given the intensity of combat and the tiny playfield, that extra
layer of lag is completely unnecessary - there's never a time when you
can just keep ROLLIN' ROLLIN' ROLLIN' COME ON because space is way too
precious and even the minuscule startup lag on your dodges is more than
enough to dis-incentivize button mashing.