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I agree with every critisism you gave. I really don't know why I didn't bound the abilities to numbers lol.

As for the spring enemies, their AI is quite simple, but yea they're unpredictable unles you know how their AI works. They have a detection box under them and when the player enters this detection trigger, they will try to go to the opposite direction of the player's velocity, but if the player is standing however, they will go straight for the player.

The wind effect for the floating ability is made using a shader (I specifically used Shader Graph), which is quite simple though - I just take whatever the camera sees (I'm using render textures, because Scene Color node didn't work) and offset the red channel by some small number and offset the blue channel by the same number as the red channel but multiplied by -1. Then I just combine the red, green and blue channels and plug it into output.

Yea I think for the spring enemies it is hard for the players to get ahold of their AI because they're never on screen because they bounce so high. So we can't really adapt to their trajectories since we can't see them unless they are on our face. The AI you made seems cool though, and it seems like it would work if the players could see the springs the whole time and if they were a bit slower!

Thanks for responding with some helpful info!I have been having a hard time wrapping around how to get shaders to do what I want, so I've been putting off learning them. But I think it is time to just study it until I understand. I'll look up shader graphs thanks for the tip