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Production Date

Autumn 2021

Production Duration

01 month

Project genre

2D, beat them up

Team size

01

The main goal behind this project was to create a simple AI system for the enemies.

Most goals sourced back to the idea of enhancing the fight against the enemies: feedback (audio and visual), hiding enemies in the flora and player skills.

Project details

A Finite State Machine to control the enemies

Both enemies have their own context and a handful of states each that they can go from and out of.

Both enemies have their own combat behaviours to maximize gameplay variety.

The warlock (flower) can teleport other enemies or itself near the player to create a threat hierarchy between the two enemies.

Programming

Player skills

Three skills are available to the player.

Skills are detached from the player entity. They are thus autonomous in their behaviours.

Every skill has its own associated object from which it is possible to set variables such as damage, type of instantiation into the game environment and others.

Retrospective

This system, although viable in its execution scope, has its own bucket of flaws. In retrospect, simply using a strategy or a command pattern would have been a much better solution to set up and use every aspect of the player's skills.

Design

A bit of story telling to guide and teach the player

Every time the game starts, a skippable introduction is shown to the player.

This introduction serves two purposes:

  • Guiding the player's actions

  • Teaching the player what are and where are the important parts of the map.

Designing AI feedback with a focus on  animation anticipation

Animation was used to display any AI entity's motive and action.

This ensures a combat flow where AI behaviour is more predictable and less chaotic for the player.

Credits

Visuals

  • All sprites were made by the owner of the game.

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