Hello world!
Erm- What have I been doing this past bi-week?
…
cough
Joking aside, these past few week have been sruprisingly busy of a variety of reasons.
First school. What’s new really?
Then, there was a sort of lack of inspiration almost. Which is odd given what I have been working on.
Lastly, (and to a much lesser extent) the christmas season has started! Which is cool! But also decorating the house is a little time consuming… Opps.
But what have I been doing?
Nothing fancy. Yet.
Needless to say I’ve been trying to rework (sort of from the ground up but not really-) the AI for enemies to make them more flexible in terms of what I can do with them. I actually have the document listing what I want to do for them.
AI.txt
New AI for enemies
This overhaul of the AI intends to make enemy intelligence more
flexible for more situations.
Structural changes (changes in terms of how scripts are sorted):
-all of the AI wil be in the parent object, and be split into “melee” and “ranged” scripts
-alterations to these scripts will be done from the specific enemy object (IE: the “sword” skeleton has its own script adding to the already existing AI for the “heavy” alternative)
-organize all alarms that are not enemy specific (attack cooldown, “is hit” cooldowns)
-test a single corpse object, in which its’ sprite is defined upon creation
-consider reworking wondering,
—have angles be acually 360^o
-minimize the amount of variables declared on specific enemies,
Functional changes (how the AI actually works):
-make a path while chasing player/wandering
—change how the paths are created depending on enemy type
—(IE: ranged enemies create paths that lead to a certain distance from the player, heavy enemies create paths at an angle and might change direction on a whim)
-properly avoid blocks (use diagonal sprite width for leniency)
Enemy changes:
-consider splitting “heavy” enemies
Complicated? Maybe???
There is still a ways to go in terms of all the minute details. But for the most part things are steady. I’ve yet to run into any real roadblocks. Yet.
Things have changed. The only outdated thing in this document is the pathdfinding. I decided that if I have solid collision (which hasn’t been the case in any version thus far) I can get away with less complex pathfinding. Thus saving much more resources to be used on other things (fancy effects that I might add, just as an example). So I’m sticking with a slightly modified variation of the pathfinding I’ve been using.
That’s all this Bi-week!
With all that said, I’ll be seeing you all next bi-week when I will most likely have more to show.
Until then!
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