Right. That makes sense. I had the enemies be really careful with going near walls so that they wouldn't bump against them, but I should probably make it a bit (a lot) more precise
JonahSagers
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THANK YOU THANK YOU THANK YOU
This is so much more productive than the feedback I get anywhere else. I'm taking notes about DAW. Of the three you recommended, which one is the best for beginners?
One other thing: enemy spawns
To avoid redoing the spawning math, what if I just moved the enemy away from the player if it spawns too close? Like first check the position relative to the player, and if it's too close then move a random amount of steps away, pointed towards the origin so that it doesn't just move outside of the arena.
if(Vector2.Distance(spawnPos,playerPos) < safeDistance) { transform.position = Vector2.MoveTowards(transform.position, new Vector2(0,0), Random.Range(5,10); }
I know the processing power required to do a spawn is so incredibly small that the probability of it actually affecting performance by repeatedly failing checks is one in a million, but I'm just thinking generally for larger games and heavier processes here.
Ha!
The art is a modern, but abstract take on the amount of redbull it took to crunch through the more challenging concepts and my expression about the current state of western society
*cough*
Yeah I had never opened up an art editor other than photoshop until about a week ago. I've got no clue what I'm doing
Thanks! I originally put in the explosion to cover for the fact that I have no transition for the sigil resetting, but I can see how it breaks up the gameplay a bit. What if it was just a simple screen flash? Would that be better?
EDIT: Mind sharing the pathfinding bugs? I want to keep working on this game, and I think this is my best place to get reports