tweak, tweak, tweak
Minor update from yesterday. The leprechauns now try to go towards the player when they stop before they go into hunt mode. (Which should help vdub_bobby's switchback level.) They also should drop off the ends of ropes when stopped.
I also flip-flopped on the drop-off detection, though I'm not certain whether I like it. The Leprechauns now turn around and go into hunt mode when the player is above them and they encounter a drop-off. Unfortunately, with my built-in level this causes them to go into a loop if the player does nothing at the start, which they only get out of because they bump into one another. (In the previous version there was a chance the leprechaun would walk off the drop-off anyway.)
I also fixed the sprite color debug code so you can tell when the leprechauns are hunting (bright) rather than chasing (dull). I'll update the Leprechaun Level Editor as well. (Mostly so I can test using the various levels which have been created.)
I know these AI updates aren't that exciting, but I'm seeing just how much it can impact the level playability. So I'd like to get it nailed down before I move onto bells & whistles.
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