Leverage Behaviors for Enemies in GooeyDefence #73
Labels
Category: Gameplay Content
Requests, Issues and Changes targeting gameplay mechanics and content
Topic: AI
Requests, Issues and Changes related to pathfinding, behaviors, etc.
Topic: Stabilization
Requests, Issues and Changes related to improving stablity and reducing flakyness
Type: Improvement
Request for or addition/enhancement of a feature
Motivation
Tower defense gameplays live off varying characteristics of the incoming waves, including their speed and resistance, but also their behavior and movement. Some enemies can fly in a direct line towards the goal, while others need to find their way through a potential maze on the ground. Some enemies might strive directly towards the center, others might attack the player's towers where possible.
GooeyDefence
already implements different types of enemies with regards to speed and resistance, but not yet to behavior and movement. I believe thatBehaviors
can provide the means to diversify incoming waves making the gameplay more interesting while at the same time leveraging an existing framework instead of implementing custom logic.Current State
GooeyDefence
already extendsFlexiblePathfinding
for allowing the enemy waves to find a path through the maze (seeEnemyWalkingPlugin
. However, for movement it still relies on a custom implementation.Behaviors
includes movement related basic actions that make use of movement plugins that work well in combination with the pathfinding plugins already used/extended inGooeyDefence
.Tasks
GooeyDefence
GooeyDefence
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