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catchyou's Issues

Figure out UI scaling

The game right now uses fixed positioning for all of the UI elements. This means that as soon as any resizing done to the game window will ruin the alignment of everything. This is why window resizing is disabled.

Create logic for Orange enemy

I didn't have time to implement the logic I've wanted for the Orange enemy before submitting the final version for AI class.

After my interview, I'll go ahead and implement its behavior, listed below:

The orange enemy is capable of jumping off-screen, and surprising the player in a different spot in the map. Its landing position could be indicated with a symbol moments before, but it could potentially ruin the surprise. However, not having it at all can lead to very mean or unforgiving moments.

Re-implement dynamic world map resizing

The game originally had an automatic resize of the map, which would increase slowly as the player survived further to allow them to get around the enemies as they've gotten faster.

However, this was scrapped as the algorithms implemented for the assignment were not suitable for this mechanic, as it would lead to lag in an exponential manner the longer the session.

Related to #3, as the main aspect that this isn't happening is the current enemy AI.

Redo AI logic for movement

Honestly, having the logic of the AI be the algorithms seen in AI class is not great. The game's performance would be substantially better if it just used normalized calculations as it already has vector movement.

This would mean removing support for all 4 algorithms that were the purpose of the assignment and returning back to a more performant variant. Could put them in a separate entity to at least keep in to history for future reference.

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