Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Glad you enjoyed it! The enemy AI didn't quite get where I wanted it to, but it's a pretty simple state machine.

  • When they enter the field (from spawn, or after stealing a cat), they run at full speed until they're roughly onscreen.
  • If they're stealing a cat, they run at full speed to the nearest edge (that's the idea, at least)
  • If they can "see" a cat (read: they're within X distance of one), they move full speed towards it, by tweening their velocity in the direction of the nearest cat.
  • Otherwise they're considered to be "wandering." While wandering, they use a movespeed a fraction of their usual, and pick a random direction to tween towards every half a second or so. The cats also wander around like this.
  • We noticed that they'd often end up crowding the light with that simple wandering algorithm though, so I added a bit to have them notice it they're too close to the center,  and make them run away in a random direction if so.  It only sort of worked haha

Hopefully I haven't just rambled, and that actually conveyed something useful.

(+1)

Ahhhh, makes sense!  Wow I hadn't even considered that the cats and enemies might share AI mechanics, but in retrospect, duh why not reuse it.  It always amazes me how a little bit of logic can feel so complex.