AI Chase and Shoot behaviour For the last week, I've been working a little bit on hitpoints, damage design, detection sphere, AI behaviours along with related class design and a bit of enemy indicator on the screen space. Truth to be honest, it's whole level of difficulty and headache, but I would like to think that I feel like I have made a very tiny little progress in term of knowledge in game development. So many physics and maths going around. Hitpoints and damage design So far it's pretty simple mechanic, and i am not yet planning to work more on this yet. The damage is taken from a calculated energy information stored in the every projectile shot at a target. AI Behaviour I was actually trying to figure out the homing / guided projectile mechanic, and somehow I need to at least have a simple enemy AI flying in space. Just didn't realize that I need to tackle this AI related problems soon enough. So far we have only two AI behaviours, namely ...
So, it's been like 10 days since the day I quit my day job. And, i'm sort of trying to get back into game development with Unity (2017.2) and c#. So, i am planning to dedicate this blog to the game development, for a game called Beyond Cloud And Above (which i just named at the point this blog is created) I am not planning to go nowhere big with the first game, a lot of advices tell you to lower your first game expectation, and not to try to go big with your dream game. So i was thinking about an arcade, not really a lengthy one though I hope I could use some procedural oriented mechanics for replayability sake. Beyond Cloud And Above So, this game is going to be about a space ship shooting game, with a special highlight over a damage and projectile customizable weapon. I was thinking about magicka and mages of mystralia, where you can change the outcome of the damage based on some sort of combination. Here's the gist of the first draft on the kind of properties y...