{"author_link":"\/users\/dock-frankenstein","author_name":"Dock Frankenstein","author_uid":"dock-frankenstein","comments":[],"epoch":1620062958,"event":"LD48","format":"md","ldjam_node_id":256077,"likes":1,"metadata":{"p_key":"157598","p_author":"Dock Frankenstein","p_authorkey":"1121145","p_urlkey":"377845","p_title":"LEVEL 4 FIXED","p_cat":"LDJam ","p_event":"LD48","p_time":"1620062958","p_likes":"1","p_comments":"0","p_status":"WAYBACK","us_key":"1121145","us_name":"Franciszek Pyr\u0107","us_username":"franciszek-pyrc","event_start":"1619222400","event_key":"109","event_name":"Ludum Dare 48"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD48","removed_author":false},"_superparent":233335,"_trust":8,"author":121145,"body":"After so many days I've finally fixed the infamous level 4. In what way infamous? No one has yet solved it correctly, because the AI wasn't ready for it. It's one of the most fun levels, but it just didn't work. So this is how I've solved it.\n\n## Changing layout\nI've put a big pillar in front of the player, so now you HAVE to avoid the enemies from the back. Also I've made everything longer to give some breathing space to the player.\n![Screenshot 2021-05-03 191915.png](\/\/\/raw\/939\/d1\/z\/4218e.png)\n\n## Better AI\nIn the jam version AI was simply looking for player and if he was in range it would just start chasing him until it hit him, or a wall (in that case it would \"discharge\"). Now, the fragment script tries following the player, but if it knows it will hit a wall, it starts following a specified path, that I can set in each level separately. It would seem like it's too hard, but placing just one or 2 points in correct places makes it subtle and forces the player to actually think how to dodge them and not just to exploit them. In case of the infamous level 4 they would just be confused to what happened.\nhttps:\/\/www.youtube.com\/watch?v=DQEre3WIELI\n\n## New dev tools\nSince day 1 we had noclip, which has proven over and over to be very useful for testing. So now I've finally added AI debug information and AI level command. By setting AI level to 0, it just doesn't do anything and 1 will just blindly follow you. Debug information shows it's current target, path index and more.\n![Screenshot 2021-05-03 192457.png](\/\/\/raw\/939\/d1\/z\/42190.png)\n\n![Screenshot 2021-05-03 192729.png](\/\/\/raw\/939\/d1\/z\/4218f.png)\n\n### Update should be coming out tomorrow or on Wednesday. Until then you can [play the game here](https:\/\/ldjam.com\/events\/ludum-dare\/48\/power-station-beta)","comments":0,"created":"2021-05-03T17:08:21Z","files":[],"files-timestamp":0,"id":256077,"love":1,"love-timestamp":"2021-05-03T17:55:54Z","meta":[],"modified":"2021-05-03T17:55:54Z","name":"LEVEL 4 FIXED","node-timestamp":"2021-05-03T17:29:18Z","parent":233544,"parents":[1,5,9,233335,233544],"path":"\/events\/ludum-dare\/48\/power-station-beta\/level-4-fixed","published":"2021-05-03T17:29:18Z","scope":"public","slug":"level-4-fixed","subsubtype":"","subtype":"","type":"post","version":787434},"node_metadata":{"n_key":"256077","n_urlkey":"377845","n_parent":"233544","n_path":"\/events\/ludum-dare\/48\/power-station-beta\/level-4-fixed","n_slug":"level-4-fixed","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"121145","n_created":"1620061701","n_modified":"1620064554","n_version":"787434","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/48\/power-station-beta\/level-4-fixed","text":"After so many days I've finally fixed the infamous level 4. In what way infamous? No one has yet solved it correctly, because the AI wasn't ready for it. It's one of the most fun levels, but it just didn't work. So this is how I've solved it.\n\n## Changing layout\nI've put a big pillar in front of the player, so now you HAVE to avoid the enemies from the back. Also I've made everything longer to give some breathing space to the player.\n![Screenshot 2021-05-03 191915.png](\/\/\/raw\/939\/d1\/z\/4218e.png)\n\n## Better AI\nIn the jam version AI was simply looking for player and if he was in range it would just start chasing him until it hit him, or a wall (in that case it would \"discharge\"). Now, the fragment script tries following the player, but if it knows it will hit a wall, it starts following a specified path, that I can set in each level separately. It would seem like it's too hard, but placing just one or 2 points in correct places makes it subtle and forces the player to actually think how to dodge them and not just to exploit them. In case of the infamous level 4 they would just be confused to what happened.\nhttps:\/\/www.youtube.com\/watch?v=DQEre3WIELI\n\n## New dev tools\nSince day 1 we had noclip, which has proven over and over to be very useful for testing. So now I've finally added AI debug information and AI level command. By setting AI level to 0, it just doesn't do anything and 1 will just blindly follow you. Debug information shows it's current target, path index and more.\n![Screenshot 2021-05-03 192457.png](\/\/\/raw\/939\/d1\/z\/42190.png)\n\n![Screenshot 2021-05-03 192729.png](\/\/\/raw\/939\/d1\/z\/4218f.png)\n\n### Update should be coming out tomorrow or on Wednesday. Until then you can [play the game here](https:\/\/ldjam.com\/events\/ludum-dare\/48\/power-station-beta)","title":"LEVEL 4 FIXED","wayback_source":[]}