ZC's sideview mechanics on their own are rather weak. It has weird buggy behaviors, is missing some key features like ladder combos, some combo types don't work with it at all. Worst of all, ZC's enemy behaviors in sideview range from buggy to useless to completely incompatible. Pretty much just the walker enemies actually respect sideview gravity, the rest just float about in the air and behave as if gravity isn't a thing. Normally I'd suggest against using sideview altogether (I'm not good at following my own advice :tard: ) but people have and people are and so it falls to scripts to plug up the gaps.
To remedy the enemy problem, I figured it would be nice to have a decent pack of simple ghosted enemy behaviors that work in sideview to go alongside regular enemy editor ones. The thing is I'm not a big sideview quest designer and I don't know what sideview quest designers might need. I'm looking for simple ideas that people could get creative with, nothing overly tied to graphics, probably no big enemies or bosses. I'd like to hear you guys' ideas for enemy behaviors, preferably with as much detail as possible.
Some ideas I have so far:
- Basic Walking Enemy: Walks back and forth and turns around if it hits a wall. Can be set to not walk off platforms.
- Basic Jumping Enemy: Like the walking enemy but periodically jumps. Smart platform behavior would be trickier for this one so it would either need smart screen design or flag 96 herding.
- Medusa Head: Sine waves from one side of the screen to the other. Can be set to infinitely respawn if it dies.
- Boo: Moves towards the player and stops when they turn to face it. I sort of already have this one made because of Fedora Toss.
- Thwomp /Skree: Falls when the player gets close. I imagine Thwomp behavior would rise back up while the Skree would explode into bullets and this could be toggled with attributes.
- Wall Crawling Enemy: Crawls along solid objects. I've scripted something similar before so it shouldn't be too hard.
- Wall Bouncing Enemy: This already exists, but I don't think it's been tested in sideview. I'd probably write my own anyways.


