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Processing Journal
One problem I knew off the bat was going to be stopping the player from jumping off the ramp to "level skip".I wanted to make the walk down and pick up their upgrades in order to fight the upcoming monsters.On top of putting lava at the bottom of the level, I made each landing progressively harder so if a player did jump off they would be at a disadvantage and would possibly be overrun.

I started to wire up the triggers to the enemies and surprisingly enough everything worked out perfectly. I can really only complain about the ogre I have 2 layers below the player that seems to run backward. I will more than likely have to fiddle with the pathfinding just a bit to correct this. The final step will be teleporting the player tho the next phase of the level.

After reading the feedback I knew I had 3 major things to change the boss area, the enemy pathfinding, and the variety of things to shoot. It may not show in the video but there are numerous opportunities for the player to group kill enemies coming towards them. The boss fight was a big thing, originally I wanted the player to make it to the ground floor and fight a wave of enemies then teleport to the next phase of the map but it made no sense to fight this big battle over and over until you fought the boss. So I decided to make the level linear and have the player just complete the map once they whipped out all the enemies. Finally the enemies,I toyed with having enemies spawn behind the player while descending but some said it was too complicated to have to worry about a solider shooting from ahead and a demon attacking from behind.
