Finished the sixth level this week, awwwright. Just one more to go! Although, this is the one level where I don’t have as much work pre-done – it wasn’t at an “alpha” state like the others. So, it’ll probably take a bit longer to put together, but hopefully not too long. Most bosses and environments are roughed in, at least.
This week I thought I’d detail some things to consider when implementing co-op!
Enemies
In Bleed 2 there are two versions of every enemy: purple (reflectable) and yellow (unreflectable.) I think it’s important the sprites indicate their colour before they attack — it just seems fair. On easier settings enemies are mostly purple, with the ratio of yellow increasing with the difficulty. In co-op, there’s a purple and a yellow player, so it has to be an even mix regardless of difficulty.
Bosses
Similarly: on lower difficulties bosses have a high chance of using purple attacks, and the chance goes down as the difficulty goes up. In addition to that, the bosses have increased health to compensate for the potentially doubled player damage – boss health isn’t doubled though, right now it’s only increased by 25%. I don’t want it to be a slog, but I don’t want it to be a cakewalk.
Player Targeting
Enemies and bosses also need tweaks to their AI to accomodate the extra player. All baddies have a “player target” and will focus on attacking that character. Watching people play co-op so far, it seems really frustrating when enemies target a player that can’t reflect their shots. So, enemies generally target the player matching their colour, but they can change focus if the target runs away or the other player does more damage, that kind of thing.