Summary:
In which various enemies, from two different moons, are worked on; and enemy reactions to breakables are upgraded.
Greetings and salutations!
This week's screenshot shows a new foe to face!
And indeed, the work of the week just past was given primarily to the making of enemies, with a few other changes besides!
To start with, I believe that in last week's blog-post I showed progress on the prototyping of a cave-salamander enemy. Well, in the week I largely completed that prototyping, I believe. This included the addition of logic for the creature's movement, the selection of targets other than the player (they're predators in their environment), and the enacting of some tweaks.
Remaining in the cave moon, then, I prototyped two more enemies, one native to the moon and one foreign:
The former enemy is a kobold, a small, sentient denizen of the caves, of which I currently have two variants.
Both sorts are fairly simple in their attacks: they seek to shoot the player with intertwining magical blasts.
However, where one variant gives chase on foot, the other teleports towards--and a little around--the player.
That teleportation did prove tricky, I will confess, primarily in defining points that would allow the enemy to first teleport towards, and then teleport
around the player.
The latter enemy is a little more complex, being a bandit from a group using the caves as a lair: these foes will attempt to move to surround the player--taking into account the positions of their fellows--and then open fire with magitek blasters.
Beyond the foes of the Cave Moon, I moved on to the foes encountered in another moon: the Plant Moon.
These have the (to me) interesting distinction that--being plants--they tend to be sessile.
A good example of this is the enemy that, as I recall, I prototyped first: a huge flytrap-like plant that lies in wait on the "floor" of the moon.
And indeed, it reacts not at all to the player's presence... unless should the player come into contact one of a set of scattered hair-like "triggers". If that happens, the trap will swiftly snap shut--and deal damage over time as it attempts to consume the player-character!
However, at this point it can also be shot, giving the player a chance to blast their way free!
But some plants do at least
elements that travel--and so it is with the next vegetative foe that I prototyped:
This one is inspired certain plants of our world, the fruits of which bear a wing that allows them to "helicopter" slowly to the ground--and thus, I imagine, to cover greater distances.
This plant does similarly, continually dispersing such fruits--which then on contact explode into a shower of deadly seeds!
The plant itself, however, can be destroyed, allowing one to remove the hazard!
(It is this plant that is shown in the main screenshot above!)
And last in the enemy-prototyping of the week just past--and still very much a work in progress--I began implementing a plant that grows explosive bulbs at random points along its floor-growth.
Aside from such implementation, I also took some time to upgrade the logic by which enemies attack breakables. They should now be more reliable at it, and it should integrate a little better with the various states that enemies may have!
And finally, I made a few changes that don't seem worth detailing here: updates to the enemy-values spreadsheet, and some minor bug-fixes and changes!
That then is all for this week--stay well, and thank you for reading! ^_^