Top down shooter enemy help
Hey all. I really could use some help or tips for this one. I'm building a top down shooter. Objects essentially fall from the top of the screen and when they exit the bottom- are recycled back to the top at a random x position. Thats all fine and dandy.
What i need help with is object/enemy attack movements. I don't them to just fall down the screen. I'd like for them to have various attack movements and or random movements. The trick however is that they also need to at some point reach the bottom of the screen so they can be recycled.
For whatever reason everything i've attempted has been pretty lackluster.
One tactic i attempted was for the object to fall down the screen. When it touched an invisible object on screen it changes its self attribute to an integer. When that integer is triggered i said ignore Move down (270), and instead move randomly (1,359). But it looks terrible.
Any suggestions would be extremely helpful!
Many thanks!
What i need help with is object/enemy attack movements. I don't them to just fall down the screen. I'd like for them to have various attack movements and or random movements. The trick however is that they also need to at some point reach the bottom of the screen so they can be recycled.
For whatever reason everything i've attempted has been pretty lackluster.
One tactic i attempted was for the object to fall down the screen. When it touched an invisible object on screen it changes its self attribute to an integer. When that integer is triggered i said ignore Move down (270), and instead move randomly (1,359). But it looks terrible.
Any suggestions would be extremely helpful!
Many thanks!
Comments
If you really want to get crazy, in the behaviors you create within each actor, randomly select which way-point you want your actor to move to next on their way down the screen. The final way point should always be at the bottom, below your screen - that way when the actor touches / reaches that point, it can be recycled back to the top.
Hope this helps...
As a Game Designer for several big-name game houses, we used way-points in games to simulate AI on all kinds of games.
Good luck with your game!
In this demo when they get to the edge of the scene they fall down the side fast.
I have put together a simple unoptimised project for you.
Darren.