- Added updated unarmed combat and reactions sprite sheets for a few characters.
- Added Agent Laser sound effect.
- Fixed Ninja/Agent AI becoming idle after a couple attacks.
- Fixed Agent Laser animation being off center.
The AI system has been overhauled. Enemy and Friendly classes have been removed and the remaining code has been merged into the base AI class. All enemy/friendly class versions of characters have been merged into 1 type, for example RobotEnemy and RobotFriendly is now just Robot, and the type of the character is now set upon initialization. The search code that finds the closest player (the target to go after) has been reworked as well. Now they will formulate 2 lists, an enemy list and a friendly list, which are determined by their team. Enemies (including bosses and minions) are default team 99, players and friendlies are default team 0. So if they are on the same team, they are added to the friendly list, if they are not, then they are added to the enemy list. Then they pick a target depending on who's closest, and what type of character they are chasing. As a result of all these changes, AI is now more simpler to control across the board. Friendlies will be able to switch instantly between defending another friendly or seeking an enemy. A friendly and an enemy of the same type now use the same base code, so a change to one will change both of them.
There were 5 different areas that jumped out the most from the last trace report that could be improved to better performance. These 5 areas were the ScreenManager.GetScreensToUpdate(), LevelManager.UpdateScoreboard(), Camera.Update(), Game1.Draw(), and Numbers.Draw().
Image 1 - The player, caveman, is idling in place yet dealing punch damage. This bug is quite reproducible, and apparent when playing any mode with any character. The game seems to snag at times causing the player to "skate" around the arena, while still being able to deal damage. Also, keys like (L) for the specials don't seem as responsive when this bug is occurring.
Image 2 - With "god" mode enable the caveman takes on a "Survival Mode" session. The enemies were all removed upon death with a couple of weird animation transitions. No undead bugs from the enemies but as you can see, the player was disabled with a jump punch from one of the aliens and lost all collision and then idled in place. Turning off "god" mode was possible but nothing happened. However, the boss continues to lose 5 health every five seconds.
Conclusion: Boss finally dies but many minions still remain. Overall, this build is an improvement from previous iterations with fewer game ending bugs. The skating/idling punch/kick/ bug though not a game ending bug is prevalent. The only game ending bug was the player not dying. Sprite choreography and polish is sorely needed. Ninja guard up walk animation still needs tweaking.
The stone tablets are each 100 x 150 and in four frame animations. Selection access by left mouse click, and keyboard, enter key. Navigation via mouse roll over triggers second frame. Keyboard a,d and left/right arrow keys.
Corresponding sound effect is in the //AA SoundFX lib // UIX ---> Stonegrind sfx ;
The background screen will also be getting some polish soon, as planned. Cheers!
*** It would be cool to see the background screen fade to back once a game selection is made and then the mode selected is centered onto the screen smoothly and then the camera zooms onto and through the top of the tablet right through the arena gates as they open into the arena selection screen. *** Cool challenge but not a priority at this point.