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Enemy behavior #17

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lobau opened this issue Apr 25, 2024 · 3 comments
Open

Enemy behavior #17

lobau opened this issue Apr 25, 2024 · 3 comments
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@lobau
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lobau commented Apr 25, 2024

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@lobau lobau self-assigned this Apr 25, 2024
@christianv78
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Enemy movement ideas:

  1. Random direction; doesn't have to move every turn (maybe it just changes its facing direction but doesn't move)
  2. Patrolling back and forth
  3. Random direction until you are within a given radius, then they seek you out
  4. Enemies that run away when they are attacked
  5. Enemies that "hide" (like a turtle) when they are attacked
  6. Ranged enemies that only get close enough to shoot at you
  7. Enemies that head straight for you from any point on the map

@lobau
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lobau commented May 2, 2024

For early access, we will have 3 enemies:

  • The aimless: currently the red blob.
    • Behavior 1 in the list (the game currently has no concept of "facing direction")
    • I will add behavior 4 (run when attacked) to those so they are more interesting
    • Walking around aimlessly, attacking the player when in range.
  • The seekers: the floating enemies.
    • Behavior 3 in the list
    • Will make the floaters stay at range distance from the player as a test (behavior 6 in the list)
    • Currently seeking you from anywhere on the map. Will make the change to either line of sigh if possible, or just distance base.
    • Possibly we will change the model color to let the player know that the floater is now in seeking mode.
  • The immobile: currently the chess piece.
    • They don't move, but they have range slightly larger than other enemies.
    • They don't currently hit harder but we could make them miss more often but hit harder if we want.

cc @christianv78 for visibility

@lobau
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lobau commented May 9, 2024

What's left:

  • Hopper: run when hit
  • Seeker "detects you" TBD
  • Shooter: non-zero chances to miss

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