Little video to celebrate making 50 levels for Brute
I like the character of the fuzzy low resolution pixallation shader, but then the clean lines of high resolution rendering is absolutely easier on the eyes, which I guess in a game like this is the most important thing…
In Brute, the AI is designed using the same minimalist principles as everything else. These guys all they do is turn and move towards the player once the player is in their detection zone. Like the player, if they touch walls they die and if they touch lasers they bounce off them. When the player hits a detection zone (which is usually invisible) it doubles in size. This allows me to contain their activation zone but also to increase their chasing zone when active.
Good thing about prototyping in Construct 2 is that you can export HTML 5 builds of the game. Observe 4 pretty dumb AI floating about not doing much. If you want to, press ENTER to take control of one of them and use WASD / QE to thrust around. There’s nothing to do.
Take control of automated drones in an asteroid mining cluster. Steal information and resources.
AI seeks resources in asteroids, manages fuel and shares information within a network of docking platforms. The AI simulates player inputs to navigate the environment, they seek to assigned x and y positions and use collision polys to avoid physics objects. They can seek around objects as the left and right collides has a ‘last collided’ check on them which allows the AI to strafe when an object is detected in front of them.
They try to conserve fuel where possible and when they have either started to run low or have collected enough data, they attempt to dock at the nearest landing platform.
Overview of the mining mechanics in Nereus. Mining plays a part in most missions in order to collect enough resources to build structures and units.
As you can see, this is a prototype so there’s lots of ugly and a few bugs on display.