My son Charlie did a little play testing and he wondered about the ability of the enemies to "jump off" the obstacle. I had added a feature to the being-pushed-along-by-the-obstacle routine that randomly (1 in 12) let the enemy stop being pushed (i.e. to "jump off"). Obviously this manifested more in the middle of the screen because the enemies ride longer in that zone. That was my hope. This was meant as a way to cut down on the random killing of enemies as they moved about (something Charlie and I had talked about at great length). This randomness was also meant to encourage the player to try lure the enemies into the upper and lower regions where they could be more assured of being crushed.
Also, the points of intersections of "the road" and "forest paths" also have checks for tracking, so the enemies can jump off when the log goes by pathways and the enemy is near the end of the obstacle. Again, I wanted to diminish the likelihood of the enemies simply being crushed by chance as they moved around. I wanted the player to have to understand and manipulate the tracking behaviour of the enemies to lure them to their doom. But the game with the long obstacle still tended to kill enemies quite frequently without the player's efforts even with these tweaks. So the player would often only be facing one or two, which seemed not to be in the original spirit of the game as described. So I went back and looked at the diagrams and noticed that the "car" (obstacle) wasn't depicted as being as wide as the central "road". So I shortened it by two blocks and I have taken out the randomness of the enemies being able to occasionally "jump off."
This is looking brilliant. I love how they all scatter at the level's start. There's a frantic, emergent sort of gameplay here. This interpretation of the videos / sketches certainly feels like the missing link between Manbiki Shounen (stealth) and Nostromo (survival horror). One lone hero frantically running away from wild enemies, hiding in the woods, desperately luring them into traps which could just as likely kill the hero. The unpredictable nature of everything means every game is a little different.
ReplyDeleteThere is certainly a kind of emergent behaviour. The way they frenetically swirl around you when you hide in one of the niches is very evocative. Like they are angrily searching for a hated enemy. The way they get swept by along by the obstacle, or cling to its sides and jump off at path intersections. The current version is tough with low scores in the 10s, but very addictive.
Delete