Writing the AI (and the map collision detection for it) šŸ˜€

It’s challenging, but really fun. It’s not like simple side scrollers (walk back and fourth enemies), or scripted enemies in shmups. I never really thought about how to do AI for overhead maze/zelda/etc style designs.

Hopefully should have the NPC/enemies running around by the end of this week (they’re are on the map, have slots, etc – just no AI to control them). Well, at least one type of AI up and running for this week. I’m gonna have to make quite a few different ones for different enemy types.


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