EI (Enemy Intelligence)!
Hello, everyone! I spent these last two weeks working on visual trinkets (sorry, but I really needed this) and creating basic intelligence for the enemy. It was cool, but very time-consuming. I learned a lot, though, so it was worth it!
First things first! I wouldn't be myself if I didn't feel the urge to make things prettier. I added a trail for a flying arrow. Yeah.
Now, when the main character stands still, there's a "breath" happening. There are random micro-movements of the camera, up and down. I may be tripping, but this tiny detail adds a "vital spark" to the game's overall perception!
I also added something I call "dust". Tiny particles are emitted when the character runs, jumps, or an arrow hits the ground. They look like particles of the ground. They collide and have different colors depending on the color of the ground. Overall, they look quite good. Milky is super happy.
Then Milky spent a few days learning about save systems because he wanted to save the player's game settings so they wouldn't reset every time. Long story short, everything works like a charm now!
Finally, it was time for me to address the main goal - the Enemy Intelligence. For this purpose, I created a simple fight location. Then I reworked the basic enemy a little bit. Now, it can detect the main character and shoot energy orbs at him.
Next, I searched for a very specific plugin. A good enemy (and NPC, too) needs complex behavior. Plugins like LimboAi are useful for establishing a neat and tidy scheme for such behavior. However, after studying it for a few days, I decided to switch to the simpler Beehave plugin. It took quite (!) some time, but I managed to create my very first behavior tree, and it felt great!
While working with the LimboAi demo project, I examined their code and snatched something from it. Now, the "window" of my game works faster and more predictably. Thanks, LimboAi!
So, what’s next? I think the next two tasks are to learn how to create a real fight location with height differences. Oh, and I should probably give Godot pathbuilding a try! There's so much to do... [No more abandoned projects]