Interview with James Justin (Gameplay & AI Programmer) Discussing The Arcslinger
What did you work on for The Arcslinger?
James: I'm a gameplay & AI programmer, but on Arcslinger I also did audio programming. I wrote the behavior for many of the enemies and I created the flight mechanics of almost all of the enemy projectiles.Â
 What was the hardest challenge you faced when working on The Arcslinger and how did you overcome it?
James: The greatest challenge was on the audio side. Phones only have a limited number of sounds they can play at once. That meant that we had sounds cutting out when the player would fire rapidly. I improved the audio priority system so that fewer sounds would be cut out and instead we would not play sounds that were quieter or less important when loud rapid gunshots were taking place. Choosing which sounds to play or not in such a situation was a balancing act that took a lot of work to get right.
 What was your favorite element you worked on in the game?
James: Enemy evasion is my favorite of the AI elements that I worked on. Melee enemies that only run to attack the player and ranged enemies that run to cover points to shoot the player don't look particularly intelligent. However, when you aim at an enemy and they jump or tumble to dodge the attack, it makes it clear to the player that the enemies are aware of their own mortality and they're paying attention to where the player is aiming. It's a pretty simple game mechanic but it makes the enemies appear far more intelligent and interesting.
What did you have the most fun working on?
James: I had a lot of fun working on the boomerang. We couldn't use realistic boomerang flight behavior because boomerangs are designed for use in large open areas and our levels are filled with obstacles and other enemies. Instead we went with a side to side motion that might not be realistic but is what the player could expect to see from an alien version of this exotic weapon. This motion made it hard to for the player to shoot but it kept it in the player's field of view and made it feel dangerous. It feels very satisfying to shoot it and reflect it back to the thrower.
 What was your favorite feature that was added to the game during production?
James: The release date for the Daydream was pushed back and that extra time allowed us to add a greater variety of enemies. My favorite of these was the exploding barrel bot. It was by far the simplest enemy to implement but it's my favorite because sticking legs on an exploding barrel with a lit fuse and having it run at the player is hilarious.












