Well, I’m late, but I’m here. Latest version: CA Shooter by EternalAmbiguity
Let me know if there are performance issues–I recorded the GIF below using the version I uploaded and didn’t have any issues (despite the framerate of the GIF).
prestigiousdisfiguredaxolotl
enchantingimperfectamericanshorthair
The big things I spent time on were the structures seen in the GIF and the NPCs. The structures trap the NPCs. The player can shoot them to destroy them, and then once destroyed the NPC will follow a simple FSM/behavior tree (I’m not sure of the difference) - idle around until there’s an enemy within a range, and at that point flee to a location and disappear from the map (since this map is so small they hit the “flee” state immediately).
While the NPCs are trapped their health decreases as seen in the GUI (nothing happens when it hits 0 presently). Also you don’t see it here, but as shown in my GIF last week the NPCs can be trapped again if they’re surrounded by the blob - the blob will create the cage structure around them.
Within the framework of this little demo the goal is still to grab the McGuffin from one room, as indicated by the “quest text” at the bottom (this and dying are the only two things that trigger ending the map), but you also have the GUI elements to the right related to saving the “workers.”
I’m interested in feedback on this gameplay - on saving and escorting the NPCs to safety, and the enemy building these structures. Escort missions are infamous for being terrible, is that the case here? Should the NPCs be smarter in any ways? Overall does this feel like it complements the previously existing gameplay?
There’s something related to all this I’m worried about: my idea has been for a single persistent map where the blob grows continually regardless of where the player is. In this demo a big part of the gameplay is getting to the NPCs before the blob can, and it’s kind of fun, but in the real game I imagine any trapped NPCs to be surrounded by the blob (and be much further from the player in some cases), and furthermore for the blob to be established as the player carves out a path.
That’s not well represented here, but I’m curious about the changes I ought to make to support that kind of gameplay (giving the blob “thinner paths” to travel upon (which would in turn allow the player to better pause their advances), reducing their growth rate, increasing the delay after they’re shot by the player, slowing the NPC health decrease, etc.).
Extra discussion points:
The structures are meant to trap the NPCs and extract “biomass” from them, though I’m not sure at present how to use that. Related to the whole blob-as-eusocial-organism thing I’ve imagined I can see them using both the biomass and electricity (from the power nodes) to build things, though I’m not sure what. At the very least I imagine little organic “pipes” running between structures.
^^^ I like that idea more each time I think about it - almost like the blob is “playing” a citybuilder/rts, and the player is going against that - but I’m curious if others think it’s interesting.
NPC activity. Right now it’s just entities fleeing, but I can imagine some of them, “security officers” or something, fighting back. On the other hand there’s a different vibe if the player is the only defensive/offensive force in the game. Thoughts?