Day 3: Enemy AI and Infinite Maps

Today, we implemented some of the more technical bits of the enemy detecting and chasing after the player. We also switched from fixed size maps to infinite maps within Tiled, so level sizes can be however big we want.


We're also starting on designing map block assets so that we can develop all the levels.


Here's an example of the enemy detection system. It's a bit buggy, but when the enemy turns and sees the player, it goes after them:

Enemy detection system