Finally some new cool news!
One of the big things I have been working on with Psychopomp 2 is giving enemies more complex behavior patterns compared to the first game. In Psychopomp 1, outside of a few exceptions, enemies mostly just walk straight at the player and attack.
I wanted to go a bit more in depth than that this time around, so I had to develop an entire custom made state system to make enemies both:
-More complex in behavior-Quicker and Easier to Develop
That second one is a big one. Most state machine systems I have found are very cumbersome, at least in my opinion. The act of making and connecting different state codes, or fuddling around with visual state graphs, often takes hours of time, and those are hours lost, as far as I am concerned.
It took me a long time to perfect, and was very tough to design, but my simple state system has finally come together, allowing me to put together complex enemies in a matter of minutes.
For example (take a look at the above images), I can now make enemies that are sensitive to light, and become enraged when Mercury's flashlight is shined on them (A mechanic mentioned in Psychopomp 1, but never properly implemented), or create enemies that hang back in the dark, circling their prey and waiting for an opening to attack.
I hope that these new and improved monsters will keep you on your toes!Stay tuned for more updates!