PROGRESS UPDATE

I’ve been meaning to post an update for a few weeks for the AI but haven’t got round to creating a video for it yet, but I will post that soon. What it will show is that the basic main engine is complete.

We now have a beat’em up engine that can handle multiple enemies in idling, patrolling and attacking states. They all know about each other and make intelligent choices based on the player’s position. It all works really well so I will look forward to showing that off.

I’ve also addressed an issue of responsiveness in that it felt a little sluggish previously, this was because when I am switching between states I am not actually running the code for that state until the next frame. So to solve the issue a state’s code is always run in conjunction with the state change, and this results in super responsive gameplay.

We also have great hitbox collision, this is very clear to see when performing a flying kick.

So to summerise we have completed the following so far:

  • Player controls and moveset

  • Enemy AI for multiple enemies

  • Hitbox collision

  • Take damage, reduce health and die

  • All music arrangements, many already converted to Mod format

  • SFX prepared at both 22Khz and 11Khz, with the 11Khz results more than acceptable due to EQ tweaks

  • Colour palettes for all levels

  • Tilesets ready for 3 levels

  • All sprites prepared

With all this work done so far it allows us to plan how we will use the memory available. See the next update.