[Blog] Game Dev Progress - Ranged Enemy (Patreon)
Content
In previous blog posts, I've shown bats, rats, and zombies - covering the airborne & grounded moving enemy archetypes. But there was one enemy archetype missing: the classic stationary turret, the bone pillar.
These enemies are unable to move, but can attack the player from a distance, unlike the other enemies which need to get within melee range to attack.
When the player enters a certain range, the enemy will charge & shoot a projectile, clearly demonstrated in the image below. Only the turret within line of sight attacks.
To compensate for their inability to move, these turrets will take at least 3 hits to kill. Additionally, their attack can still hit Elayne while crouched, forcing the player to hit or avoid the incoming fireballs. Notice that all attached turrets die simultaneously.
Also...
I've implemented a simple pause system, which takes a screenshot of the application surface (the game) & de-activates all relevant in-game objects. Then re-activates all of those objects when resuming the game, ensuring everything works as it should.
I'm not yet sure how the pause screen should look like, but at least it's programmed in now. A simple screenshot works fine, but we could also display another image or some kind of information when paused too
Current Agenda:
Programming:
- Room/Level Transition
- Zombie Dormancy
Asset Creation:
- Level Design Assets
Sprites:
- Level Design Kit
- Update Player
- Update GUI
- Update Enemies
- Update Weapons
Extra:
- Music & Sounds
Don't forget to eat & sleep.