Bringing this back to life with an update on enemy behaviours:
After my first prototype I decided to rework my then very basic AI.
Each enemy is now configurable in a sort of a shared state machine that actually turned out rather complex.
I put a small Demo on the Arcade to showcase my overhauled enemy behaviours:
https://www.scirra.com/arcade/action-ga ... type-10787
All enemies now have distinctive patterns, each archetype aiming to demand it's own play style.
I now have fairly diverse enemy types, a few of them can be seen in this little demo:
Standard Melee Units - approach the player and try to land a hit
Standard Ranged Units - approach and circle the player, firing dodgeable bullet salvoes
Ranged Sniper Units - seek cover in environment, avoiding the player, firing single shots
Warper Units - try to teleport into the player's back to land a melee hit.
I might update this with more levels and enemy types or the truck loads of new feature that I built since the last post as I go.
Right now I'm busy tidying everything up and taking the project to the next stage.
I'd be grateful for more of the very productive feedback you guys provided me with last time.