In this thread we will be discussing how exactly an NPC or ENEMY in a Beat Em Up game should move or act in relation to the player(s).
Although I have a history playing video games, I only recently began trying to make them. It does add a new dimension when you try to essentially look under the hood and find the exact mechanisms of how some of the greats operated. Especially in this case, the Beat Em Up games.
The players will move from left to right until they encounter the enemies / npcs. Then the camera will stop. Essentially locking the player(s) into the current playable area, until they defeat the NPCâs.
And after they do? The notifier appearsâŚâbling! bling! bling!â time to move along now. And the camera moves again. This process is now essentially a rinse and repeat process until the mini-boss.
The NPCs can be dragged and dropped into the level or they can be direct spawns based on logic which you choose.
From what I can tell in most of the classic BEU games, the NPCs are heading to either the Y1 or Y2 spots of the players. These are numbers on Y either plus or minus say about 100 units of the actorâs world location. So the area directly in front or behind a player.
Upon activation, the NPCs have to decide WHICH player to go to. I have experimented with distance checks to determine this. They also have to decide whether to go to Y1 or Y2 of the respective player. I have also tried distance as a way to determine this.
However, that approach seems fixed. Iâm thinking now its a matter of choosing to alter which player and Y1 or Y2, based on events. After a knock down.?..After a successful attack / punch? After the demise of the player(s)? I am thinking now that at least one of those mechanisms was if / when an NPC is attacking a player at say Y1, the other NPCs immediately rush to Y2. I have seen that a lot in arcade Beat Em Ups. It is a flanking type effect.
And then of course there is the possibility of things on the Battlefield. Like weapons, ride-able things, etc etc. And if such things are present this would have to always take precedent over a move to player Y1 or Y2.
So when they get to Y1 or Y2, then what? I call this âtime 2 attackâ. I am starting off with half a second for the bottom tier jobber NPCs. I imagine this number gets smaller in these games as you progress and or fight mini-bosses or just big characters. This means that once the NPC reaches your Y1 / Y2, the timer starts, if the âtime 2 attackâ (or t2a for short) is reached, the NPC throws a punch.
What I have found is that the NPCs in BEUs should be knocked down at various times, lets say from weapons, or from combo attacks like uppercuts. And the final knockdown is when they are eliminated.
DASH - I have roughly experimented with this and have had it a few times. What you wanna do here is also a timed count like in T2A, but this time on the X. And if distance is great and on the X for like 2 or so seconds? Then they can dash attack the players.
Hope to hear the forums ideas on this. Thanks everyone.