{"id":857,"date":"2015-08-02T16:20:03","date_gmt":"2015-08-02T20:20:03","guid":{"rendered":"http:\/\/www.bootdiskrevolution.com\/?p=857"},"modified":"2015-08-23T14:22:36","modified_gmt":"2015-08-23T18:22:36","slug":"cutting-creating-minor-enemies","status":"publish","type":"post","link":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/cutting-creating-minor-enemies\/","title":{"rendered":"Cutting + Creating Minor Enemies"},"content":{"rendered":"<p>This week I worked on minor enemies, among other things! To start with, here are some you won&#8217;t be seeing much of in Bleed 2 anymore.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-858 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/08\/invadersAVI.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>I&#8217;m not talking about the Invaders in general, just the ones with fancy hats. Originally I imagined the Invaders having different ranks, indicated by their headgear. You&#8217;d be steadily introduced to them as the game progressed and each rank would come with new abilities. For example, the highest-ranked Invader was the spec-ops Invader, who would jump over your shots and return fire.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-863 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/08\/blackOpsGoodAVI.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>It might sound good (and maybe that gif makes it look nice) but the reality is more like this:<\/p>\n<figure id=\"attachment_862\" aria-describedby=\"caption-attachment-862\" style=\"width: 480px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-862 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/08\/blackOpsBadAVI.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><figcaption id=\"caption-attachment-862\" class=\"wp-caption-text\">Not quite as dynamic when I just shoot it in the face.<\/figcaption><\/figure>\n<p><!--more--><\/p>\n<p>Similarly, the beret-wearing Invader would dodge your shots by rolling behind you. Perhaps it too looks nice, but in the context of the actual game it stinks &#8212; you always miss your first bunch of shots and have to wait around for it to stop rolling if you want to kill it.<\/p>\n<figure id=\"attachment_864\" aria-describedby=\"caption-attachment-864\" style=\"width: 480px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-864 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/08\/officerBadAVI.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><figcaption id=\"caption-attachment-864\" class=\"wp-caption-text\">It just feels clumsy, and like a waste of the player&#8217;s time.<\/figcaption><\/figure>\n<p>They&#8217;ll still appear in a few select sequences, but they&#8217;ve been majorly toned down. To compensate,\u00a0I&#8217;ve created a few additional baddies with more dynamic and immediate abilities. Here&#8217;s one I put in this week: the robo-squid from the original Bleed!<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-860 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/08\/squidAVI.gif?resize=400%2C270\" alt=\"\" width=\"400\" height=\"270\" \/><\/p>\n<p>Like other baddies who return from the first game, they&#8217;re not happy about Wryn murdering their heroes and are working with Valentine and her crew to exact revenge. That&#8217;s my justification, and the more I add (within reason) the more I think it strengthens the story so yay!<\/p>\n<p>There&#8217;s more to creating minor enemies than you might expect. This post is getting a little rambly already, but I&#8217;ll give you a taste of their movement AI before I finish off. It goes something like this:<\/p>\n<p>Every time a squid decides to move, it targets Wryn&#8217;s current position. If she&#8217;s too far away, it moves towards her (but not straight at her, there&#8217;s a bit of variance to the angle). If she&#8217;s close enough, the squid stops moving towards her, and creates an imaginary circle with a randomly-sized radius around Wryn&#8217;s position. The squid then moves a random amount along the circle&#8217;s radius in a random direction. Finally, the squid checks if it&#8217;s getting stuck trying to move into tiles, and moves in the opposite direction if that&#8217;s the case.<\/p>\n<p>Here it is in action:<\/p>\n<figure id=\"attachment_861\" aria-describedby=\"caption-attachment-861\" style=\"width: 480px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-861 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/08\/squidBehaviourAVI.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><figcaption id=\"caption-attachment-861\" class=\"wp-caption-text\">They die easy just like the Invaders, but they have more movement options and angles of attack.<\/figcaption><\/figure>\n<p>There&#8217;s a lot of randomness, but it&#8217;s usually kept within a narrow range of values. Bleed 2 will always play the same in the big-picture scope of things, but moment-to-moment I think it&#8217;s more exciting for the game to be a bit unpredictable and keep players on their toes.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This week I worked on minor enemies, among other things! To start with, here are some you won&#8217;t be seeing much of in Bleed 2 anymore. I&#8217;m not talking about the Invaders in general, just the ones with fancy hats. Originally I imagined the Invaders having different ranks, indicated by their headgear. You&#8217;d be steadily <a class=\"read-more\" href=\"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/cutting-creating-minor-enemies\/\">[&hellip;]<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[6],"tags":[],"class_list":["post-857","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\/857","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=857"}],"version-history":[{"count":7,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/857\/revisions"}],"predecessor-version":[{"id":872,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/857\/revisions\/872"}],"wp:attachment":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/media?parent=857"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/categories?post=857"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/tags?post=857"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}