The new build is here. v0.11.0.
Two highlights: Cloud Saves and new Pathfinding AI
Cloud Saves
Your game progress and settings are now saved safely in the cumulonimbus. When you install the game on a new machine your progress and settings will instantly rain there. Automatically! Thank you Steam.
New Pathfinding AI
As you may have read in last week's post, I have replaced the Pathfinding AI of Dofense from a third-party library to my custom solution. Since this is a deep change I spent many days testing different aspects of the enemy movement. As a result I found and fixed a lot of issues. Here are some bullets:
- It's possible to corner enemies so that they have nowhere to go. (No, this is not the same as blocking the path from the gate to the energy center). Such enemies go into stranded state and then they just move around aimlessly within the isolated area of their confinement. This behaviour is now implemented in detail for all types of enemies
- Worms and Rollers are special types of enemies, because their movement is very different from the others. They had to be accounted for in all the special scenarios, especially the stranded state. I also fixed the worm hopping animation so that it doesn't flicker in some cases like it used to.
- Parachutes now have a half second launch sequence that makes it clear that they spawn from the gate.
- The diggers have their own special requirements when finding their way around. Moreover their behaviour is peculiar when they are stranded. Unlike other enemies they can dig their way back to the rest of the map. At least they can try. Play "Mountain passes" to see what I mean.
- The new AI also comes with new Penalty system. This is what makes the enemies find paths that keep them away from the reach of the towers. It's now very effective for the enemy and they will stay away from harm as long as they can. Try it out.
Other changes
[olist]
That's all in this build.
Give it a try and let me know.
Peace!