AEFeinstein / Super-2022-Swadge-FW

MIT License
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Raycaster Mode #29

Closed AEFeinstein closed 3 years ago

AEFeinstein commented 4 years ago

Summary Turn the raycaster into a real game. The player should be able to walk around and shoot/zap enemies. Enemies should also walk around and shoot/zap back. Player and enemy health will be tracked. Player may have infinite ammo, or ammo pickups, unsure.

TODOs

AEFeinstein commented 4 years ago

Doom monster behavior. Seems simple and good enough to use.

Monsters generally try to close in on their target via the shortest possible route. If the direct route to the target is blocked by a wall or a solid thing that the monster walks into, it randomly picks another direction to move in for a short while (to find another route to its target) until it reverts to heading straight toward its target again.

A monster does not need to have a line of sight to follow its target, and will attempt to close in on its position within the level.

If a monster with no melee attack reaches its target and "bumps" into it, it will move away from it for a while in a similar fashion it does when hitting any other obstacle.

If a monster has no target, it is in the dormant state and will not move.

AEFeinstein commented 4 years ago

Sprite movement directly to the player is a bit much, maybe only do it on X or Y axis?

AEFeinstein commented 4 years ago

Feedback from @jt-moriarty

AEFeinstein commented 4 years ago

@jt-moriarty toying with the raycaster, I realize that one of the reasons I made the 'hurt' animation a little slower was to have a visual cooldown on when the sprite could get shot. This incentivizes players to not focus-fire on harder difficulties. With a quicker animation, its a bit too easy to shoot twice real fast. Knowing that, what are your thoughts on the animation speed?

Brycey92 commented 4 years ago

Perhaps the walls need some more-regular textures like vertical/horizontal gridlines, diagonals, repeated squares or circles, etc. Kinda like VR chaperone bounds.

AEFeinstein commented 4 years ago

My principles for the textures were

Here's what I came out with:

Walls: txbrick txstripe txsinw Room objects: txstone

With all that in mind, would you like to draw some more-regular textures?

Brycey92 commented 3 years ago

Perhaps if I have enough free time after the final tweaks to tunernome, but don't count on me getting to it before the feature freeze. Though I guess this counts as fixes so we're able to do it after the freeze?

AEFeinstein commented 3 years ago

Yeah. Something like "add more textures, redo whole map" is something I'd rather not do, but "replace texture" is pretty trivial to do.

AEFeinstein commented 3 years ago

@jt-moriarty added a red LED pulse at quarter health, on screen icon blinks when you lose health or defeated an enemy