For Breakfast: A Strength-Giving Onion!

I ate a cold blooming onion for breakfast:

Onions! They're like garlic, but you can eat them directly!

Onions! They're like garlic, but you can eat them directly!

I’ve also simplified the design of my game; Read the rest of the post for how and why.

First, as mentioned in an earlier post of mine, I’ll be simplifying the crap out of the map generator. I’ve already talked about that, so I won’t go into it again.

The enemy AI will be massively simplified. First, A* is out. If the enemy needs A*, odds are that they can’t see the player anyway. They won’t be able to hear, either. (Well, the player is tool quiet for them to hear, anyway) This way I only have to worry about line of sight for the AI, and nothing more. Baddies will only check their line of sight (In relation to the player) about once every second, and will have independent timers for doing so. This will hopefully spread out the load of hitscan operations on the game. When simply wandering, the baddies will do a line of sight check in front of them as well as to their left and right every five seconds or so. They will randomly check left or right, and if there is not a clear path they will check the other way. If they find a clear path (They will count running into a door as having a clear path), then they will take that path. Otherwise, they will continue straight. This check will occur at a fifteen frame offset the their check for the player so they aren’t trying to do this as the same time.

The cutscenes are up in the air. I really want them, and I’ll work hard for them, but I’m just not sure. The rest of this just became much easier with these modifications, so I think I can pull it off…

The rest remians more or less the same.

Well, I’m off to work and try to get this done!

Here’s hoping…

—Mr. Dude