Enemy interactions are an important part of any platformer
game. They can provide a great representation of the environment and world,
simply by their design and actions. However, even if you are set in one
location, enemy variation is required or the experience can come off as being
boring or poorly planned out. While varying designs can be one solution, enemy
behaviour can be just, if not more, effective. In the case of the enemy
"Isley" (Named on my end as a tribute to the Batman villainess 'Poison Ivy', real name 'Pamela Isley'), an A.I.
function was added to allow "Isley" to shoot projectiles at Nimbus
when she enters a predetermined trigger point in relation to "Isley".
Acting as a stationary but sentry character, similarly to the ParanĂ¡ Plants
from Super Mario Bros.
- Nintendo. [1985]. Super
Mario Bros. [Cartridge] Nintendo Entertainment System. Kyoto: Nintendo Co.,
Ltd.
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