Creating Challenging Enemies and Advanced Pathfinding in a Godot Pixel Shooter Roguelite

Creating Challenging Enemies and Advanced Pathfinding in a Godot Pixel Shooter Roguelite

Table of Contents

  1. Introduction
  2. Implementation of Enemy Spawning System
    1. Gradual Difficulty Ramp
    2. Risk of Rain 2 Inspiration
  3. Implementation of Enemy Pathfinding
    1. Previous Hacks and Issues
    2. Breadcrumb System
    3. Visual Occlusion and Corner Fix
  4. Naming and Template Development
    1. Possible Game Name
    2. Gun Names
    3. Music Template for Soundtrack
  5. Conclusion

Implementation of Enemy Spawning System and Pathfinding

In this update, the game developer apologizes for the delay and busy schedule. They focus on discussing the implementation of the enemy spawning system and pathfinding mechanics in the game.

Implementation of Enemy Spawning System

The developer explains that they have replaced the temporary and hacky enemy spawning system with a new, more sophisticated system. This system consists of 13 or 14 named difficulty levels, displayed in the game's HUD, which increases gradually as the game progresses. The purpose of this system is to Create a Sense of danger and challenge for the players, forcing them to make choices about their gameplay strategy. They can either rush through the game or take their time to Collect power-ups, buffs, and better weapons.

Implementation of Enemy Pathfinding

Previously, the enemy pathfinding and spawning in the game were improvised and resulted in issues such as enemies getting stuck behind walls and corners. In this update, the developer introduces a new pathfinding system inspired by the game "Risk of Rain 2." Instead of using a traditional 2D navigation approach, they have adopted a breadcrumb system. The player continuously drops scent nodes which the enemies follow in case they lose line of sight with the player. This system is Based on a single ray pass and allows the enemies to navigate the game environment effectively.

To overcome issues of enemy visibility through walls and corner obstruction, the developer introduces a visual occlusion range. This range prevents enemies from seeing objects immediately around corners, ensuring more realistic enemy behavior. Additionally, they have implemented creature spacing to prevent enemies from clumping too closely together.

The developer emphasizes that not all enemies will relentlessly pursue the player, as they have designed some enemies to move randomly and only aggro and attack when the player enters their vision cone. This decision aims to add variety and avoid overwhelming the player with constantly converging enemies.

Naming and Template Development

The developer shares their progress on naming various elements in the game. They unveil the possible name for the game as "Full Throttle Stress Faction." While acknowledging that the name may be long and less accessible, they justify their choice by aiming for an over-the-top aesthetic that aligns with their personal preferences.

Furthermore, they have given names to the guns in the game, such as "Bodkin," "Bomb Slug," and "Face Cleaver," among others. The developer states that they enjoy creating visually and audibly appealing elements in the game, and naming the guns is an extension of this creative process.

In addition to the game and gun names, the developer shares their music template for the game's soundtrack. They plan to Compose 30 to 40 songs for the project, aiming to make music a standout aspect of the game. With their background in music, they feel confident in creating an over-the-top and impressive musical experience for players.

Conclusion

In this update, the game developer focuses on the implementation of the enemy spawning system and pathfinding mechanics. They also discuss their progress in naming various elements in the game, including the game itself, guns, and the development of a music template for the soundtrack. The developer emphasizes their commitment to creating an engaging and visually appealing game that stands out through its music. Despite the challenges and learnings that come with such a project, they remain passionate about their vision.

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