Game
Metal Gear: Foxhound


2 years ago

Enemies!

And new playtest


Finally I have begun proper work on coding the enemies! Right now they're very dumb and simple, they literally just patrol in random patterns from a start point. That being said, I believe this is an important starting point for what will eventually become finished MG2-esque AI.

Patrolling and Scanning:

Currently the enemy has two states. Scanning and Patrolling. Patrolling just means they're moving around for a set amount of time. When they hit a wall, patrolling ends and they begin scanning. Scanning is when the enemy is stationary for a bit of time, looking to the left and the right. Currently none of this means much, as there's no vision cone for the enemies, nor is there an evasion or alert phase in the game yet. They're basically just bugs that walk around and you squash.

Future Plans:

Eventually I would like to implement set patrol routes. As I stated in the previous article, I'm still brainstorming exactly how I'm going to implement this. Currently with the random patrols system in place, I can think of a few ways to implement set routes, however it seems like it'll get over-burdened really fast.

  • My only "easy" idea for implementing this is to have enemies as specific instances with a set pre-programmed route they patrol. Meaning there will be probably a hundred "enemy" objects in the game files, for no good reason.

  • My other idea is to have the map controller issue out patrol routes for the enemies in order of how they load in or are in the enemies array, but I still need to wrap my mind around that one a bit more before I put it into practice.

New Playtest:

With this Article I will be releasing a new playtest! This includes the randomly patrolling enemies. Currently the most noticeable known bug is that the enemies pause when you have the weapons menu open (as intended), however they do not pause when you have the items menu opened. This was a small oversight I made just before wrapping the game in an exe. Other than that, have fun, and report any bugs if you're willing!



0 comments

Loading...

Next up

New GUI and General Progress Update

New Interface and General Updates

The Game Map: First Two Areas

Collectable Items, Weapons, and Small Adjustments

Inventory System, Resolution, and Where I'm At

Have a good Boi

Runestones: from concept to in-game model🗿

I have added rewards for quests so that villagers can give you something in return for your hard work helping them. 🥳

I want to know - what's your favourite quest reward?

"Our work is never over" they said.