Yeah, i've finally added that and i am so happy right now, this is probably a really big step for the neighbor's ai since now he can learn A LOT from most of the actions that you do.
But how does it work?
Let me explain!
In my neighbor's blueprint i've added a few more functionalities that allows the ai to spawn a few keyspots right were the player is, and with those little keyspots, the neighbor is able to use them in order to predict, especially when you overlap those keyspots a few more times, just like with beartraps and cameras, and those keyspots are generated by an EQS (environment query system). At first, he can't predict any of your actions (obviously), but, if you get seen or caught more often, then he will learn from your actions and try to cut you off.
I'm also planning to do other than just ai prediction, like an ambush system, which it will also work with the keyspots you overlapped the most. Right now this is all i've got to say, i'm still working on the neighbor's animations and i'm planning to create my own idle task (and also the old ones). Talking about the artstyle, i also want to make my own style, but the problem is that i've never modelled or even textured in blender, my knowledge about blender is animating but i've never made a model in there, so, this is what i wanna do, i will make chapter 1 with the classic hello neighbor artstyle, BUT, once i have a good knowledge about modelling in blender, the artstyle will be remade, as i said in the description for this game, i wanted to make an ENTIRE reimagination of what the could look like if Dynamic Pixels choosed to go for another path, and without a remake of the artstyle, i wouldn't consider it being a reimagination.
I might explain more about all of this, but for now, i'll have to go.
i'll see you in the next one!
(This footage was recorded on a test map)












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