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22102020

Started working on enemy AI today, spent the afternoon building a bunch of archetypes and figuring out how to implement them. It’s a bit of a challenge I must admit given the more complex terrain layout compared to what I was used to working with before with Hotline Miami, whose boxy architecture was much easier to work and plan around. Considering the nature of the gameplay as well there needs to be a certain level of complexity and nuance in the interactions – specifically in how different states blend into one another – that I’m a bit unfamiliar with by lack of experience; but I’ve been reading a bit and learning about different approaches and I think by tomorrow I’ll be able to settle on one conclusively.

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