I'm trying out puzzlescript and put this together today on my breaks at work (it really is just a little demo right now.)
http://www.puzzlescript.net/play.html?p=2a11b6d2e4020f74ec40
I'm looking for some tips for triggering the enemies to start pathing to the player. I wanted to make them start following after LoS is made, but that seems very complicated if I have to start involving diagonals and stuff. Right now they start looking for the player when revealed by the sight cone. I guess this sort of works, but I feel like it removes the tension of having to look around for monsters in every direction.
I'm also looking for ideas or feedback in general to add to this, please comment!
I added some crates and now the "monsters only move when revealed" mechanic works a bit better. I think I'm going to make a second enemy type that is tripwire triggered. Thank you by the way, thats exactly the kind of solution i was looking for, I just couldnt figure it out.
http://www.puzzlescript.net/play.html?p=69013b2a6e379c04844e
http://www.puzzlescript.net/play.html?p=7c530a94aa7f2ea90520
I changed some layout stuff and now the monsters will actually path into shadows near the player sometimes, which is really creepy.
I also added another type of monster that seeks the player as soon as the room it is in is entered, and it's eyes are always visible through the shadows so it's more fair (and spooky.)
I can't post it right now unfortunately since I only have it saved at work :c But I'll post an update next time I can get my hands on that.
http://www.puzzlescript.net/play.html?p=c757ce7cf04a2573bcda
I like the idea of the startle animation. It could also let me make the turn rate faster without making monsters that hide close to corners or doors impossible to kill!
Here's what's new:
-doors
-brown aliens that will seek you when a valid path is created
-ammo
-reloading
-randomized floor tiles
NOT really if you want to control the animations speed. You need to set a fast realtime rate then sub-divide it to uses for the various speeds you want. I have put a rough demo together with an idea for this. There is a counter to 6, you then can then use that 'full' speed, or half speed (every other count) or 3rd speed (on 3 & 6 counters), or 6th speed. Any way have a look at demo, have a hack around there are comments in code. (inspired by you game I also experimented with some monster move algorithms).
http://www.puzzlescript.net/play.html?p=18723360e5666843524bc46f12f9a793
James