I've been working on a lot of enemy stuff lately.
One of the things that was a problem was that the game would start lagging when there were a few enemies on screen, maybe about 30 or so. This is mostly cause I've been adding a lot of changes to systems and mechanics and the fact that the enemy events are pretty old.
Low framerates are terrible, so I did some work on reorganizing some of the events in the game and I've fixed it up so that I should be able to have at least 80-100 on screen without the game slowing down at all.
More than 50 enemies on screen is definitely a lot, but it's nice to have the option to have more.
I also added a more sophisticated line of sight mechanic.
Before, enemies would just chase you after you got within a certain distance.
Now, enemies will start chasing you if their sprite is looking at you.
I like the new line of sight mechanic because makes it so that enemies like zombies don't all start chasing you right away which feels more dynamic.
I also like it because there is potential for having a backstabbing mechanic and hiding mechanics.
With the new line of sight mechanic comes the "Alert" mechanic.
Enemies that have seen you will have an expanded line of sight range and angle of vision, so it will be harder to lose them.
If you can lose them and after some time, they will go back to their original state with reduced range and angle of vision.
Before the enemy stuff and after the art stuff from the last update, I've been working a whole bunch on weapon mechanics.
I haven't posted much about them, because I think it's a bit spoilery.
I've added a few more melee weapon types and charge attacks for most of them.
Here's a gif with a few of the things mentioned above as well as a new laser thing I'm working on.