BEAT EM UP - NPC - GENERAL MOVEMENT THEORY

Sure, just asking opinions of the forum, thats all.

NOOOOOOOOOOOOOOOO!! not the navmesh!!!

That is a useful idea.

Beat Em Up type game Everynone… I mean, it could be like the everlasting skeletons beside Death Bringer on the Sega Genesis version of Golden Axe. But then they didn’t die just had everlasting energy hence no need to respawn. Might work for an endurance mode off the main menu or something, I think the NES Double Dragon had one.

I do sketches all the time when I need to figure out things.

Of all your suggestions here, this is the one I am focusing on tonight. What is “janky” about it appears to be…let me show you this diagram I’m working on considering camera movement.

Imagine that rectangle represents the playable area inside of a Beat Em Up. Your BEU “Battlefield” if you will. We can divide the two left and right halves into A and B. How I typically approached this was if P00’s (or P01?) world location Y was greater then the camera actor’s Y (actual camera component) Then the in the camera’s actors BP an add actor worldset fed by an event tick would move the camera. Smooth seems to involve subtracting P00’s world location from the the camera actor. But…since I don’t want the camera to get “janky” with it, there is a problem with this I knew I would face down the road, and that is, at the time of allowed camera movement and the notifier, if the player is in A, all is well. But, if the player is in B? You get a quick jerk. While playing the new BEU GI. Joe RIse Of Cobra on Steam, I noticed that the way it accomplishes this situation is to force players to go to the far right of the screen (I made an arrow and called it endpoint in the diagram) and then camera movement returned. I may need to make a separate thread for this issue. So far I haven’t got it.

Definitely want to have some climbing ladders and fences to climb. Nightmare getting NPCs to tread there though I fear..

I just want jump, punch, kick, dash (maybe dash jump), weapons, and things like uppercuts / combos etc etc.

I’m not too worried about that, enemy movement behavior is still the top priority atm.

Believe it or not, I have had that before, with mini-boss, but have had to redo so many times I lost a lot of steam lol.

ha

Enemies that present the weapon, this would be like Linda on Double Dragon, she came through the door and introduced many young players to a whip (that didn’t sound right)

I’m starting to see that is the best bet in game dev. The longer I spend at it all it feels like my debugging time and or efficiency is improving.

You are very generous @Everynone , thank you.