{"id":2347,"date":"2018-01-28T12:20:14","date_gmt":"2018-01-28T17:20:14","guid":{"rendered":"http:\/\/www.bootdiskrevolution.com\/?p=2347"},"modified":"2018-01-28T12:20:54","modified_gmt":"2018-01-28T17:20:54","slug":"endless-mode-part-4-enemies","status":"publish","type":"post","link":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/endless-mode-part-4-enemies\/","title":{"rendered":"Endless Mode Part 4: Enemies"},"content":{"rendered":"<p>It&#8217;s finally time to talk about the baddies and hazards you&#8217;ll face in Bleed 2&#8217;s Endless Mode &#8212; yay! First, some broad information:<\/p>\n<p>An Endless Mode &#8220;run&#8221; is five levels long. To differentiate those levels and lend a sense of progression to each run, every level is tagged as a different &#8220;environment&#8221;, changing the chunks that are used to create it as well as the baddies and environmental hazards that appear!<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-2293 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/clip2_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>So for example, in a level that&#8217;s a &#8220;lava&#8221; environment: when the level gets pieced together from random chunks, special lava-only &#8220;hazard&#8221; chunks are sprinkled into the mix &#8212; those chunks are built around lava-themed hazards like falling rocks and lava-spewing geysers. Throughout the level you&#8217;ll also see lava-themed baddies, like the flying and burrowing bugs from Bleed 1. It helps give levels their own identity!<\/p>\n<p>Hazard chunks are used only by specific environments, but all the other chunk types are shared across all environments &#8212; so every chunk needs to spawn the right baddies for whatever environment they belong to. To accomplish this, chunks have generic enemy spawn types and spawn positions. So instead of saying &#8220;always make two flying bugs here&#8221;, it&#8217;s more like &#8220;make two flying enemies here,&#8221; and then it&#8217;s up to each environment to fill in the blanks with their unique baddies.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2351\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout1.png?resize=792%2C223\" alt=\"\" width=\"792\" height=\"223\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout1.png?w=1422&amp;ssl=1 1422w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout1.png?resize=300%2C84&amp;ssl=1 300w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout1.png?resize=768%2C216&amp;ssl=1 768w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout1.png?resize=1024%2C288&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 792px) 100vw, 792px\" \/><\/p>\n<p><!--more--><\/p>\n<p>So for example, above, you can see the same chunk used two different ways. One uses Kitties and Lil&#8217; Guppies, the other one is mirrored and uses turret Invaders and organic spores. Every enemy spawn has to factor if the chunk its in is mirrored and the direction it&#8217;s mean to be traversed, so that enemies can be placed facing and aiming the right way. Spawn positions are also semi-randomized &#8212; I over-loaded each chunk with tons of enemy spawns, but only a certain number will be randomly used, depending on the difficulty level (and never all of them at once.) So it&#8217;s kinda hand-crafted, and kinda random, too!<\/p>\n<p>Every enemy also gets assigned a random reflect colour (purple or yellow.) On easier difficulties more reflectable enemies appear, but of course on harder difficulties it&#8217;s closer to an even mix. Finally, in the case of Invader enemies (who appear through all levels) they even get randomly-chosen weapons! I tried to mix things up as much as I could. Finally, the environmental hazards have a chance of spawning in standard (non-hazard) chunks too &#8212; and that chance increases the farther into a run you get.<\/p>\n<p>Here&#8217;s the same chunk as above, but in different environments, and with environmental hazards randomly spawned in &#8212; a lava-spewing geyser in one, and a vent dripping out those physics bubbles from the warship in another.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-2350 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout2.png?resize=792%2C223\" alt=\"\" width=\"792\" height=\"223\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout2.png?w=1422&amp;ssl=1 1422w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout2.png?resize=300%2C84&amp;ssl=1 300w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout2.png?resize=768%2C216&amp;ssl=1 768w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/elayout2.png?resize=1024%2C288&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 792px) 100vw, 792px\" \/><\/p>\n<p>A couple last notes: I hoped to include Endless Mode in the PC launch, so Joonas was kind enough to make sounds back then for all the baddies and hazards I had planned! Now that it&#8217;s actually happening, I can finally use the sounds he made &#8212; and they&#8217;re all fantastic! You should also see the giant enemy sprite sheet the game uses now. That thing is packed to bursting!<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-2357 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/spritesheet2.png?resize=425%2C425\" alt=\"\" width=\"425\" height=\"425\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/spritesheet2.png?w=640&amp;ssl=1 640w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/spritesheet2.png?resize=150%2C150&amp;ssl=1 150w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/spritesheet2.png?resize=300%2C300&amp;ssl=1 300w\" sizes=\"auto, (max-width: 425px) 100vw, 425px\" \/><\/p>\n<p>Also, if you get far enough into a run, you may find yourself in a hybrid environment&#8230;!! Levels can be marked as multiple environments&#8211; they just randomly use baddies, hazards and chunks from both environments. I&#8217;ll let you discover what that looks like on your own!<\/p>\n<p>Lastly, yeah, if you&#8217;re wondering, all environments use the &#8216;virtual reality&#8217; looking tileset, no matter which environment it is. The colours shift and change between levels, so there&#8217;s that&#8230;! I had big deams of a unique tileset per environment, but that would have multiplied the workload by literally 6-10 times. Not something I want (or can afford) to spend the next year working on, so it got cut.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2290 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2018\/01\/clip3_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>From here, it was a lot of small miscellaneous things to bring it all together, which I&#8217;ll deal with next week!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s finally time to talk about the baddies and hazards you&#8217;ll face in Bleed 2&#8217;s Endless Mode &#8212; yay! First, some broad information: An Endless Mode &#8220;run&#8221; is five levels long. To differentiate those levels and lend a sense of progression to each run, every level is tagged as a different &#8220;environment&#8221;, changing the chunks <a class=\"read-more\" href=\"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/endless-mode-part-4-enemies\/\">[&hellip;]<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[6],"tags":[],"class_list":["post-2347","post","type-post","status-publish","format-standard","hentry","category-bleed-2"],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/2347","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/comments?post=2347"}],"version-history":[{"count":12,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/2347\/revisions"}],"predecessor-version":[{"id":2364,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/2347\/revisions\/2364"}],"wp:attachment":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/media?parent=2347"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/categories?post=2347"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/tags?post=2347"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}