More tilemap chunks, better line-of-sight AI
It seems I'm moving into more of a content phase with the game now, trying to actually add biomes and chunks to make the procedural generation make levels that actually look nice. This release includes changes like decorative tiles, more chunk types in the home biome, and a couple more templates for the home biome.
Because there's not much purpose to the levels besides running away from enemies and getting to a level exit which leads, to, well... more enemies, I'm trying to come up with chunks that provide for interesting interactions with the sentries. Do they chase intelligently? Is it possible to get away? Is there too much "blind" jumping and falling?
This release also includes a revamped release pipeline that produces release notes based on what I've been doing in the game. Not sure how substantive this is just yet but it's nice to see my progress organized in one document.
New Features
Tilemap
- Way more diversity in home biome chunks.
Fixes
Tilemap
- Fixed a bug where tilemaps might not floodfill correctly.
Improvements
Ai
- Enemy line-of-sight works from within a wall.
Tilemap
- Adding more options for home base chunks.
Chores
Systems
- Remove FOV system that game isn't using anymore.
Tilemap
- Re-enable home base chunks disabled for bug fixing.
Files
Get Gemini Rising
Gemini Rising
A puzzle platformer about evading and hacking grumpy bots.
Status | In development |
Author | drhayes |
Genre | Platformer |
Tags | LÖVE, Metroidvania, Pixel Art, Puzzle-Platformer |
Languages | English |
Accessibility | Configurable controls |
More posts
- A crane to pick up enemies!Dec 30, 2022
- No longer using state to pass messagesJun 19, 2022
- Hacking bots worksFeb 19, 2022
- Weird map bug and bad initial animationFeb 07, 2022
- Double-jump!Feb 06, 2022
- Built from feedback: push buttons!Feb 05, 2022
- A couple more levels, two more puzzlesFeb 02, 2022
- Possession mechanics!Jan 29, 2022
- Goblins can wear helmetsJan 26, 2022
- A bit of particle workJan 25, 2022
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