I was visiting my parents most of the weekend, so not a lot got done, but I managed to find some time to tinker Sunday evening.
Mostly, I'm just trying to get my bearings in Unity's new TIlemap system. So tonight, I wanted to write a 'programmable' tile that changes based on the context of other tiles around it. Unfortunately, the documentation for any of the non-trivial features for the Tilemap system still seem to be a work in progress, but I did find this random Google Doc about an Experimental build from a few months ago that seems to be the best source of documentation.
With it, I was able to make this:
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95% of the logic is copied from that Google doc, so I can't take much credit for it, however it did have a couple issues I fixed:
Put a little bit of thought into creating a few different enemy kinds today. Meet the current crew:
Yep, got some real complicated names right there. I'm sure the above enemy stats will be tweaked (or completely revamped), but, now I have a small handful of actual enemy variants to use while testing level segment concepts.
Speaking of Level Segments, the new segment I've been testing with (1) demonstrates at least one example of each of my new enemy types and (2) has a new enemy activation concept implemented. You can now set triggers that will activate a new group of enemies. In my example segment, I have it configured to activate a new batch of enemies after you kill one of the originally deployed 'Heavy Circle" enemies.