Week of June 10, 2018
Monday
Finally got back to work on the AI. I’ve had an idea of how to tackle it in my head, but it’s a pretty big task so I’ve been avoiding it. My “actor” object is the parent of both the player and of the enemies (and anything with some kind of AI). If it’s the player, it reads the user’s controls. If it’s not the player, it runs the assigned AI script. The most consistent way to handle this then is to have the AI script control the “buttons” the enemy is “pushing” rather than directly controlling the states of the enemy. We’ll see how this goes!
Tuesday-Wednesday
I spend all day catching up with E3 and getting insanely hyped about Smash Bros Ultimate. :)
Thursday
Started adding in the code for enemy “states” (i.e. walking, standing still, attacking). I’m currently working on the “Archer” AI, which basically just meanders around and fires off a projectile if it sees you. I spent a lot of time watching the skeleton archers in Oracle of Ages to get a feel for these guys!
Friday
Did some more work on the Archer AI. Getting pretty close to where we were before–walking around randomly! This time it’s much cleaner and more maintainable. Though the timing is currently way off and the enemy is spazzing all over the place, lol. I also started working on the soldier enemy sprite–the one that looked like Yoda now looks like a spooky shadow knight with bloodred armor (subject to change of course!)
Also posted on Tumblr.