Tag Archives: ai
Today I started this big task… This is the result so far: Probably something simple to solve, though… Anyway, I’m replacing the current FSM-based approach to a more organic one, based in an action layer (in the C++ code) and a decision layer (on a Lua script). This way it’s probably easier to handle the […]
Finally managed to fix the AI issues with the “large scale battle”. There was a lot of small mistakes, but one was the real culprit – The Line-Of-Sight (LOS) functions: the “lost LOS to target” and “regained LOS on target” functions weren’t exactly “symmetric”, which meant that I would lose the agro correctly, and would […]
Still working on the AI issues I’ve found yesterday, although I’m getting closer to the problem… I’ve built some rudimentary debug tools to track this issue, and I found the culprit… Basically, the AI twitches because it acquires and loses LOS on the current agro target. The idea of the AI is to track the […]
For the cutscene I’m currently building, I need an epic battle feel between a lot of cultists and corporate hit men… The basic code for it works fine (they have a faction and all the aggression code is based on that). To make the fight never-ending, as soon as one dies, another spawns. The problem […]
Today I’ve worked mainly on building the corporate office… as you can see from the screenshot below, I’ve worked with lights a lot: Probably need a better way to display stuff (so I can hide the lights and the invisible blocks, which also cover a lot of scenario). Then, I started placing the enemies, and […]
Today I revisited the pirate lairs, adding a lot of new stuff, like rock walls, props, loot at the end and fixing a lot of small bugs. In the screenshot above, I removed the roof to be able to look inside. I’m having a performance issue somewhere on the lairs… Not sure if it is […]
Today I wasn’t feeling like tackling something big, so I decided to work on small stuff… After fixing some minor bugs, I looked at my task list and I saw something that shouldn’t be hard, but I was curious about: target prediction. Up until now, the enemies would shot at the players current position, so […]
Well, although there hasn’t been many updates on the blog lately, I’ve been working like a maniac both for DayJob and for my games! On “Chrome Hunter”, I’ve added one million different things, for example: The player can now jump and fall Jungle planet was refactored to look better, with lakes and rivers Added a […]
The reason why we’ve been so quiet is that we’ve been working (finally) on the game systems themselves and the gameplay is starting to take shape! First, I finished the “highlight” effect, that kicks in when the mouse cursor is on top of something that can be interacted with: First I tried making a simple […]
Grey is a game that has a lot of Artificial Intelligence (AI), since the player is mostly on the role of a “general”-type of figure, commanding his minions. One of the most important tasks in AI in this game will be the path-finding. Path-finding is the game subsystem responsible for finding out what’s the path […]