Enemy ai help with testing

I’m working on an enemy ai for a platformer, so far I think it’s pretty good.
Try to get it stuck somewhere where it can’t get to you, or anything else you notice about it, there is bound to be something I forgot.

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This is really good! :grin:
One thing I would recommend is wall jump, for both the player and enemy.
Also, the enemy1 jump animation is kinda cancer, so you might wanna fix that…

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Once you get the trick its quite fun, but shooting can be frustrating when there’s so many walls as clutter eating my bullets

You could either:

  1. simplify the level so there are less chances of losing bullets or…
  2. add semi-solid platforms so you can shoot horizontally through some of them

And I was also thinking that you could add an attack behaviour to the homing enemies, so they feel a bit more interesting:

  1. follow player,
  2. stop before contact,
  3. menacingly aim towards their direction,
  4. lock, wait a small second and tackle the player,
  5. a short cooldown (vulnerability player can take advantage of) before
    6-1. repeat it again

Even though I struggle with action games, it is simple and good fun

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great idea for the following enemy! I agree with the bullet thing too, I just need to find a way to maximize mobility for the player without blocking all the bullets…

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alright I added a shotgun, changed the enemy ai, and a jump spot that isn’t solid

4 Likes