New EnemyAI coming to Pyramedius 2


Alright, here is the next post describing changes coming in Update 3.0.

I created a window for enemy creation in my Unity Editor, wich allows me to create enemies much faster then ever.

This allows me to not only make future updates faster but also to rework the enemies in existing episodes in a short amount of time.


While this is a good side note, it is not the main reason I`m writing this post and in the end it will have very little effect on the players experience. 

The main reason for this post is, that I rewrite the entire AI of the enemies. This leads to the possibility for a much higher enemy variety. 

The new system depends on me placing certain way points which the enemy will follow in a certain order. The only question that remains is, what happens when all way points are passed. For this every enemy type uses one out of three methods:

1. Circle: After the last way point the first way point is the next target => The enemy is moving in a circle like pattern.

2. Forward-backward: When the enemy passes the last way point it turns around and goes all the way back.

3. Respawn: After the last way point is passed the enemy will respawn at the first checkpoint.


Besides those basic movement there is another change, which changes how the enemy rotates towards the way points.

1. Towards target; The enemy rotates directly towards the target.

2. Raw direction: The enemy mirrors itself on the X axis which leads to the enemy pointing towards the Y axis of the way point.


That´s it for the basic movement. There is another part of the new script which determines how the enemy should rotate when a player is in range of that enemy. In this case the system again has the same options as it does with the basic-movement-rotation but this time it determines how the enemy rotates towards the player. 


I mentioned at the beginning of this post, that I want to remake the enemies from previous episodes to also fit in with the new system.

During this process I want to change the sprites for the enemies in the first episode. You can see both, the new as well as the old sprites down bellow. 

New enemy designs     Old enemy designs

As you can see the new designs are just way better and fit in with the color pallet of the game.

As you also can see, there are additional sprites for the enemies that look like they are destroyed. The reason for this is that the new System allows me to add death states to an enemy in which just a sprite remains after the enemy died. I want to use this especially for static enemies that don´t move.


There are more posts coming ahead in the coming days/weeks in which I will describe other new changes coming to the game.

I´m not sure when the update is done but It should not take that long anymore. 


Thanks for your audience. -UpFall-

P.s. The major error which leads the game to not save progress after it is closed was found and fixed but I can´t publish a build right now because I´m in the middle of the work. 

Get Pyramedius 2"Around the world"

Leave a comment

Log in with itch.io to leave a comment.