Level 2 is in a playable state.
Brief display of some more hectic spawning. Seems like it's all-or-nothing with the way these work. Fixed segments (the pillar buildings with the pink 'dropslashers' need more spacing in order to not "pop in." Also have an annoying glitch with the one railspinner (grayshirt) not shooting off. Don't know what I'm doing with the sprite on that one; sweater and khakis just doesn't seem fitting. Need to go full emo instead. Kickflippers (green shirt blue hair) are as harassing as I expect, will probably reuse them for a later level.
Snippet of boss fight against 'Davus.' Didn't realize that GifCam wasn't recording when I did most of the fight. AI is a combination of both enemies, basically. He starts out idle, then when the player gets to close, he attacks. When he attacks, he moves to the left, then when the player gets within his 'near detection,' he starts moving back to the right and launches knife-looking projectiles for a very short duration, then sets a recalibration point to the right of camera. When he gets to that recalibration point, he gets the player's expected y position at the far-read trigger, and moves up/down accordingly (I have code for spawning a rail object when he does this so it looks like he's sliding up/down it, but I'm not worried about adding it back in). If the player moves too far ahead, he shoots to the right more rapidly.
This can be a pain, especially with the kickflippers harassing you when you jump over his attack, which, due to the rapid nature of it also keeps him under you, but it's nothing that can't be managed. Railspinners are set to not spawn when Davus is out.
I'm just going to vary some of the spawn points a little more and start working on the next milestone, since I'm getting tired of looking at green, and I really want to get to "the Furnace."
TODO:
-Screen transitions (enter level, exit level, intermediary, exit to menu)
-Rework in-game menu
-Rework main menu and level select
-Rework timing for button inputs to make three-button combos more forgiving with default setup.
Endgoal:
Be able to transition a player through the first half of the main game without awkward 'jutting,' as well as utilize what they unlock within.