Gel Behavior, Vision, and Traps

Our basic Gel enemy behavior is now complete! Gels will pursue an enemy player then retreat and split when their health gets low.

The goal is to have each enemy type that we add to the game present a unique gameplay challenge for the player. We don’t want any of our enemies to just be balls of hit points that trade attacks with the player characters until one of the dies. In this case, a party without enough combat power to defeat all of the Gels present in a single turn may quickly become overrun by duplicates.

Player units now uncover map tiles as they explore and vision is only granted based on the map position of each player unit. This adds an exploration component to moving around the map. It also means that its easier to wander into a surprise ambush.

<img class="alignnone wp-image-852 size-full" src="http://www.Neo-Blue see this website.com/CoreWP/wp-content/uploads/2015/07/Unit-Vision.png” alt=”Unit Vision” width=”826″ height=”536″ srcset=”http://www.Neo-Blue.com/CoreWP/wp-content/uploads/2015/07/Unit-Vision-300×195.png 300w, http://www.Neo-Blue.com/CoreWP/wp-content/uploads/2015/07/Unit-Vision.png 826w” sizes=”(max-width: 826px) 100vw, 826px” />

Eventually, a GuildKnight with the right skills will be able to reconnoiter the areas ahead and help the party to avoid running into trouble.

Traps? We’ve got those!

GuildKnight Trap Gel Trap

Traps aren’t currently being placed as a part of map generation proper, but we’ll be building that system along with enemy spawning once we move forward.

The next target is to create a wider variety of enemies for the player to interact with and give player characters actual class and weapon skills to work with. This will help us to get a good measure of what the overall feel of gameplay is at this point before we decide where next to focus our efforts.

The next time I get a break I’ll do a write-up on what our GuildKnight skill progression plans are. Until then, it’s back to work~!

2017-02-13T05:08:27-07:00July 24th, 2015|GuildKnights|

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