Figuring out how to implement a "friendly enemy" (Patreon)
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Hello again!
I've been trying different approaches in order to properly implement this character in the game and it is a tricky subject. The problem is that MKM was not originally designed to support this type of friendly enemy; the code and design have certain assumptions that I created all the way back when I first laid out the plan for the game. It assumes that all enemies are "antagonists" in a sense and are out to get Maya, which means that I can plan out scenes for new enemies with that flow in mind.
In simple terms, I had envisioned a static frame-work for how the enemies would grab Maya and consequently how the scenes would play out. This enables me to have a "mold" for the ero scenes and this in turns helps me to create more enemies faster because there is a standard process that I can follow.
The short of it is that I was brainstorming and prototyping different ways in which to insert this new enemy, but I'm having a hard time figuring out how to implement him in a way that doesn't deviate too much from the original game's design.
It is a conundrum and it's a pain having to weigh two things against each other: creating a unique design versus not bloating too much the code and workflow for a "1 off" character. Feature creep is a thing and it's so easy and tempting to fall into that rabbit hole.
As of now the rest of the update is completed and the animations for the dog boy as well, I'm just trying to figure out how to connect all of the logic for his friendly approach, and to be honest, I'm probably going to end up warping it in a way so as to fit it in the usual grab workflow so as to not delay the update any further, but we'll see.