![]() I wrote a line-of-site function using vectors for this before noticing there is functionality already in Defold to cast rays. The enemy AI has been improved - the little robots now chase after you when they see you. It’s been another fairly productive few days continuing development on Psychon 2. I’m finding the particlefx feature of Defold extremely handy. And maybe some interactive scenery type functionality - just something else for the player to do whilst taking a break from running and gunning. ![]() Other stuff still to do is ‘the shop’ where you can spend credits collected while playing. Not sure if that’s going to work - I don’t want to end up duplicating loads of stuff if possible. I’m putting different levels in their own collections and a main game collection that has all the common stuff. The only thing I’m not sure how to do is handling the different levels. Sleep/wander around/attack player/run away sort of thing. I’ll likely use a simple state system for them. Right now the enemy robots just mill around and don’t notice the player at all. I’ve added a few sound effects and a rudimentary front-end just to show the state handler is working.ĪI is probably the next thing to look at. Weapons and ammo management is all done (for now). Various routines for looking after pick-ups are working. A surprising amount of stuff has at least a working implementation. I’ve now sunk quite a few days into developing Psychon 2. I’m not anticipating a long development cycle for this - maybe couple of months. The robots currently have only rudimentary AI and don’t attempt to attack the player. The player can navigate the rooms and corridors and shoot any robots they come accross. So far, I’ve got a few graphics together and built them into a test level. ![]() ![]() With Defold’s multi-layered tilemapping setup, it’s much easier to create more varied scenery without resorting to multiple variations of the same tile. The original game was lacking in a few areas - something I hope to address this time. That is, find and destroy the robots before they dice you up like a prize turnip. It’s your job to go in and clean up the mess. The story is a simple one - a robot army has taken over a large space station and disposed of the inhabitants. For some reason that game gained a cult following and I’ve always wanted to have another crack at it. Psychon 2 is the sequel to an old game I wrote for the Net Yaroze PlayStation hobby system back in 1998.
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