Turtle Dungeon AI Update
There have been lots of changes and new introductions since I last updated the game! I was slowed down a bit since I lost my original build for a bit, but I got it back so I was able to add everything back that I may have missed.
Enemy AI: This is the most important and probably the biggest single change in this update! The enemies be for this update only had two states, idle and chase. If the enemy was in range of the player and could see them, they would chase the player to the ends of the earth! Now enemies have a few different states: idle, patrol, chase, circle, and flee. Idle and patrol are as I described above although chase was updated so the enemy will go to where they last saw the player. This gives the player a chance to hid around another corner to lose the enemy! Flee is just as it sounds, if the player enters their shell, the enemy will turn and run away! Circle was an interesting one to add, this is so shooting enemies won't just run into the player. Instead, these enemies will run to a certain range then run circles around the player, keeping their distance. The final state is patrol, the enemy will chose a place on the map and walk there, searching for the player along the way. If the enemy makes it to that position, they will pause then chose another place to walk to. This helps the levels a lot since now enemies don't just wait around for the player to show up! They're alive!
Light System: This is new in this build, although it's something I've had in the background for awhile. It makes the game more interesting for the player and focuses their attention on the middle instead of constantly watching the edges of the room for enemies. Players can still see outside of the light source for now, but it takes a lot of their attention from the action happening to the player.
Enemy Guns: The shooting turtles are now indicated with guns! Before they just shot out of their shells!
Water: This is the second largest change in this build. The player can now move into water and gain a move speed boost! I'm really trying to embrace the turtleness of the player by adding things often associated with turtles! This also gives the player a way to escape enemies. In the future, players will have their actions limited while in the water, this may include being locked out of abilities or shooting.
Randomization Balance: I've also worked a bit on trying to get the levels to feel balanced and more consistent. This is something I'm still working on but in this build I think it's a little better, I'm going to experiment more with having larger rooms or more hallways, more or less water, more enemies or less, and clumped enemies or spread out enemies.
There's lots of work still to do! Let me know what you think about the game, what you hate, what could be improved, and what you'd like to see added!
Thanks for playing!
Files
Get Turtles All The Way Down
Turtles All The Way Down
Journey down through the turtle's secret lab to find the answers you've been looking for!
Status | In development |
Author | BloomChronos |
Tags | 2D, Bullet Hell, Dungeon Crawler, Pixel Art, Roguelike, Shoot 'Em Up, turtles |
More posts
- Turtle Dungeon Room Generation Update 2.1Nov 25, 2019
- Turtle Dungeon AI Update 2.0Oct 23, 2019
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