v0.3.6 - Bats, Mines, and Razor Wire


Mutant Mayhem - Bats, Mines, and Razor Wire

 

Bats

As a more difficult enemy, bats appear a bit later on the first planet.  They fly in synchronous patterns when attacking a target, and more individually when going for the Cube.  Scaling is used to simulate them swooping down at their target.  The original logic from enemy-Chase was used, with some tweaks, to create a new flight logic that can be plugged into the enemy behavior state machine.  The bat's movement turned out way better than I had hoped!  It looks pretty good.

Mines

The first of many traps added to the game!  Mines have the same explosion radius as grenades, and a safety radius where they will not detonate if the player is too close.  They take a little bit to build, but are quite powerful!  Mines currently do not detonate each other, and cannot be detonated by throwing a grenade at them or anything, only by enemies.  The idea is that they are smart-mines and are aware of the player's location and actions.  Mines only detonate when an enemy is nice and close.

Razor Wire

The first idea was wall spikes, but that seemed lame.  Razor wire definitely fits the vibe!  It slows the enemy or player movement, and deals damage when a certain distance is travelled.  It cannot be repaired, so it only lasts so long before needing replacement.  I made it into a RuleTile, similar to the walls, so the tile sprites are updated to match the surrounding tiles.  It looked good first try!


Got an idea for an enemy or trap?  Let me know!

Files

Mutant Mayhem v0.3.6 - Android.apk 233 MB
Version 3 19 days ago
Mutant Mayhem - Windows.zip 212 MB
Version 10 19 days ago
Mutant Mayhem - MacOS 222 MB
Version 8 19 days ago

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