Synzza Star - Experimentations with 2D and 3D graphics
At the onset of this project, I hadn't quite decided if I wanted Synzza Star to be a 2D game or a 3D game. 2D Making the game 2D was my initial instinct. Chrono Trigger is one of the game's biggest inspirations, as described in my previous post, and it comes from an era of games which I also draw inspiration from thematically. It and other games like Final Fantasy 6 exemplified to me the kind of dark but beautiful story telling I strive for with this project. Given this stylistic choice, I began architecting the Synzza Star battle system (described in earlier posts) with a 2D foundation. The first task I gave myself was to implement basic enemy AI which would decide how to move around the world and, eventually, attack the player. Seen here is a demonstration of a very rudimentary boids-like algorithm for enemy movement. Given the 2D space, it was quite simple to make - in fact, it was a bit too simple to make. I began thinking about how to iterate on this AI by i...