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

gemini-rising-windows-alpha.zip 4 MB
Version v0.4.0 Jun 24, 2020
gemini-rising-windows-alpha.zip 4 MB
Version v0.0.32 Mar 06, 2020
gemini-rising-osx-alpha.zip 6 MB
Version v0.0.32 Mar 06, 2020
gemini-rising.love 576 kB
Version v0.0.32 Mar 06, 2020

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