I'm developing a 2.5D platform game, and I've been working on implementing path-finding to let NPCs (enemies, companions, or other characters in the game) be able to find their way around in the world. For example, this will let them be able to chase/follow the player, or flee away from her.
So far I have a simple proof of concept with multiple red NPCs following the player (but not being quite perfect at it yet):
The game will partly focus on exploration, but there will also be some enemies to defeat. I have yet to figure out and decide what the core combat game mechanics should be.
I want game mechanics that create a focus on using the environment to one's advantage, and which makes use of the maneuverability of the enemies in an interesting way. But which mechanics can create that form of gameplay?In practically all platform games I've seen, enemies have exceedingly simple movement patterns and a very limited ability to move around in the level. Most often an enemy simply patrols a small path going back and forth or similar. My aim is to develop more engaging enemies that are almost as agile as the player. If anyone knows of existing games that have tackled this problem, I'd like to know!
I want the focus to stay on platforming though and not make it into a combat game. I don't care for twitch or combo based combat, but would prefer a small tactical element instead, using the local environment to one's advantage somehow.
I've thought about the 3 most dominant fighting mechanics in platform games:
- Jumping on enemies' heads
Like in Mario or Sonic - Shooting (typically horizontally and vertically only)
Like in Commander Keen or Cave Story - Melee
(I haven't played a lot of those because these often seem to have more focus on combat than I care for)
Early tests quickly revealed that jumping on enemies' heads don't work at all with agile enemies that move fast and unpredictably. All games with this mechanic have enemies that move rather slow or at least in a very predictable pattern.
Melee - I'm not sure how that would work well, as you'd have to always approach the enemies closely, which I think will make it harder to use the environment in an advantageous way.
Shooting from a distance seems like the best candidate to support the kind of gameplay i want, but I'm still not sure how to model the details of the game mechanics to encourage a play style based more on simple tactics than on head-on confrontation.
If you have a platform game where the enemies are agile and not limited to move in a little confined area, how would you design the game mechanics to exploit this in the most interesting way?
Rune