Hi,
The more i develop a core engine for my game the more i get stuck with different behaviors i download or find in tutorials as they are written in different styles, they lack the key functionality i need or they are overkill and clog my game with unnecessary code. When i start cleaning up or upgrading code i usually end up in endless debugging and mediocre code which is very hard to read and thus hard to work on.
So, id like to write some behaviors, my style, from scratch. The thing is, im only amateur programmer comfortable working with variables (attributes) to deal with all kinds of actions in the game.
The engine consists of 5 actors exchanging bullets to boss enemy in top down enviroment, fight similar to dungeon boss in some of the MMORPG games. There are damage modifiers, temporary powerups, lots of stuff going around. The control of the actors is indirect and it involves slowing down or speeding up of attack, moving small distances to avoid incoming damage, using special abilities and such. 4 actors are simple AI while fifth actor, the 'healing' character should have somewhat complex ai. Boss would have medium complex AI.
This is a rather daring and somewhat large project for me as im very busy person. I usually develop at night when i should be sleeping. I would not like to end up with a useless game after months of sleep deprivation.
With all this in mind i suppose there would be hundred or more variables involved in the fight at the same time.
What id like to know is how would Stencyl handle such engine and is it worth at all to start this project?
Thanks in advance.