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how do i make the player actually have to dash to avoid stuff? kiting is too strong... #gamedev #indiedev
35 条评论

bullet patterns like this probably

Implement anticipation logic to the enemies so that they don’t shoot exactly where the player is but by calculating bullet speed and taking player trajectory to lead the shot. Or You can just make the bullets shoot quicker

random bullets homing bullets splitting bullets bullets that predict your position danger zones in certain spots look to enter the gungeon for all the references

Make projectiles that use prediction based on the velocity of the character. This projectile moves towards where the player would be or is going instead of where they are. The only way to dodge such projectiles would be an abrupt change in the direction of velocity.

How'd you copy gungeon but not learn what makes it good?

Looks like Enter the Gungeon Perhaps faster / more projectiles?

Telegraphed attacks that have no travel time (Like a laser that charges up and lingers for a moment)

you don't dash when the screen is filled with projectiles it's too hard to eyeball where you'll end up and it's easier to just move out of the way when the projectiles are slow the entire enemy design and spawning logic will need to be tweaked if you want the player to WANT to dash if you want the player to HAVE to dash (different experience) – add something that needs you to move away fast from like mines or melee attacks; it will often be frustrating if you don't tune the projectiles though

If you want to keep it simple, factor in a charge shot some mobs can do. The charge time to prime is 1 second with an indicator they’re charging, but the mob can RNG fire it between 2-3 seconds to make it variable. When they shoot, based on the time they held the charge, increase the speed of the projectile.

Just put some faster shots where players have to react at last seconds Put those around dash timing

You need to make them attack in different patterns, one exactly at the player and the other predicting it's movement, that way you encounter more kind of attacks and lines that is harder to predict and alas making you do more mistakes requiring dashes

Do you have any kind of movement prediction/anticipation logic on the enemy AI? Would be good to have them target the spot where the character will be you can do this by transforming the movement input of the player into a vector and then have the enemies point along that vector

faster bullets and try to make it so enemies shoot where you’re going instead of where you’re at

You could do prediction shooting, reading the players last input and adding and offset to that vector, then use it as the target for the bullet that is about to spawn, you could make it so the bullets randomly pick wether they are predicting movement.

#1 Homing projectile that tracks the enemy till it gets close, then goes in a fixed direction, so player has to dash just b4 it hits. #2 Charge attack enemy that has an indicator. #3 Large AOE #4 More bullets (depends also if dash can allow prevent bullet damage invuln frames)

One of the best ways is to have some enemies that just fire in random directions. Then the player may meet bullets where they are not expecting them ^^

Different bullet patterns that aren't just targeted at the current player position. Could always just brute force it and make a mob that drops a large aoe bomb at the player location that is slightly too large/blows up too fast for them to walk out of

You gotta add enemies who can dash in his direction.

Increase either or the speed/size of the projectiles.

put “please dash” on the screen

Homing projectiles that move faster than the player, and detonate when close enough, the player would have to time their dash to avoid the damage.

flashbacks to enter the gungeon with this one

Make projectiles from specific mobs faster than others?

Special type of attack including close up AOE, Sniping laser ect.

Not sure you programmed targeting, but enemies that aim along player's current trajectory with varying timing (in front or behind). Spread attacks (like a shotgun), conical attacks that don't have center projectiles (force player to stay center). There's a lot you can do.

- bullet patterns with spread (like a shotgun) instead of just single bullets - variant bullets of different sizes and speeds - bullets that bounce off walls - slight adjustment to player hitbox - dash = invulnerable to make it less risky than a kite - when damaged, movement speed is reduced for a second or so, adding compounding risk when hit

Looks like someone needs to play the actual danmaku shmup tutorial games for ideas. Warning: can make your game too hard for the genre since bullet heaven is not designed for player difficulty.

Make something big but it show its coming, and have it large enough so dodge is obligatory Make attacks that trace to the players and can be lost by a dash

Everything is firing at the location where you ARE (and thus moving means it becomes where you WERE), and firing single shots. Add split shots, give bullets variance from point of aim, have some bullets that home in (maybe draw them as missiles), add grenades (ground AoEs), etc.

Try using more complex bullet patterns? Waves or diamond patterns, similar things to that. Maybe also make the enemies try to predict the player's moves? Shooting at an area ahead of them or near them?

enemies that use melee or explode near the player

You can try adding massive AOE attacks, bullets that follow the player, lasers that insta-hit (slow recharge with indicator for attack direction so the player can avoid it), or burst or spreading projectiles.

You are aiming everyone on the current position of the player. You need to shoot around them too, also that bullet count is low.

Good footwork and awareness should be awarded by being able to just swag walk around because you're cool like that :3 You could add an artillery mob that would bombard from long range with low accuracy, giving players irregular patterns to dodge and a mini objective to deal with

Make an enemy with a slow firing rate and a visible charge-up, then have the enemy fire a wall of slow bullets in a wide cone. That would make the bullets easily noticeable while the player knows there's no option but to dash through them. Don't listen to people saying "faster"
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