Master of Illusions
Finished work on the “follow” AI, which is used by NPCs on missions, but also in the Illusion Generator (which spawns some illusions that get attacked instead of the player)…
The AI implementation went great for a change:
But in the process I found a bucket load of bugs on the illusion system… This is a very old system, and a lot has changed in the meantime…
First, the distribution of agro wasn’t being made, so they were useless! The agro from the player must be transferred to the illusions… This is done now, or it should be… While moving towards a suitable place to test it, I found some more problems…
When the player changes area, the illusions won’t reposition properly… this will be complicated to solve because I have to add something I didn’t have: a bind between the player and the illusions, and that bind must respond to a “change screen” event. That means that when they die, they have to notify the player as well, so it will remove them from its internal lists.
I’ll have to delve into that tomorrow…
Now listening to “Immortal” by “Pyramaze”
Link of the Day: This is kind of porn for coders: a visual representation of sorting algorithms with lists of different sizes and randomness: http://www.sorting-algorithms.com/
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