After the Solar Temple plotline (which is the 33% mark of the game), I'll be introducing another feature to keep things interesting: Allies.
At certain points, the player will have a second character accompany them that helps them fight monsters. The ally's behavior is really tight with the player's, in such a way that they're really more of an extension of the player rather than an independent fighter (kinda like the Ice Climbers from Super Smash Bros, if you've ever played that). If the player doesn't attack monsters and decides to flee from them instead, their ally would do the same, and when the player attacks, they'd attack similarly - with different attacks of course depending on who the ally is.
If possible, I want to try and find some sort of pathfinding tutorial for MMF2 so that I can figure out how to make allies weave around obstacles with the player, rather than constantly moving in a straight path to each destination. I haven't had much luck so far, but fortunately it's not absolutely necessary to continue.
I've got all of basic AI coded. Also, at the moment, allies can take damage, but they have infinite health, and the only downside to them getting attacked is that they're knocked back for a split second. I'm not sure if I should stick with this, though, so what I could probably do is add Kingdom Hearts-styled health bars to allies. Fallen comrades wouldn't die, but would be incapacitated for a minute or so before getting back up to fight.
|
|