I’m going back to a less ambitious project and re-building it in Unity, in the end I’m hoping it will be a three-quarters perspective 2D rogue-lite shooter.

I’d like to have Photon networking support as well when it’s finished.

The theme is going to be espionage, not sure about the era but definitely Cold War or earlier.

The enemies in my GameMaker build had vision-cone and sound-radius aggro, and a system of backing away to reload, imperfect aim accuracy, and behavior to follow you for a period of time if they didn’t have a clear shot, but to eventually give up if they still couldn’t see you.

My imperfect aim code was pretty simple: At instantiation, each enemy has a range of inaccuracy created. Every time it lines up a shot, it adds or subtracts a random value in that range.