Mah-Le-Cuh-PEW v1.2 (PostDare): Bugfixes, Better AI, What’s next?

mah-le-cuh-pew, losttraindude, ludum dare, isometric. shooter

I’ve fixed a few bugs that were making the AI constantly follow the player, now it uses a litte bit of strategy to avoid getting hit! Also I’ve tweaked the “PEW” volume and the amount of energy of both AI and the Player, so that it should be more easy to get some score.

What’s next?

I’ve learned A LOT during the development of this prototype, also thanks to all the great tips I received by all the other fellow darers.

What I’d like to do now is to add some polish to it, enhancing some of the feedback that it gives to the player.

Also, I’d like to introduce also a knockback mechanic, so that once one of the two fighters is hit by a bullet, may risk to fall into oblivion. This could make the pace of the game hastier and more intense.

Of course, without implementing and testing, these are only “potentially good ideas”. I still have to sort out how to make a knockback possible while using Unity’s NavMeshAgent for the AI (considering that I’m no AI expert, nor am I using Unity Pro).

Play the game

Go play the game if you haven’t yet! Try both the Original version and the PostDare one, but remember to judge only the first one! 😀