Ok so I have been working pretty hard and two things, one making the editor more streamlined for me and two, making the AI more intelligent and making it so that they can switch targets from one player controlled entity to another, or to a predefined patrol. And all of this is dynamic, so I could put patrol at the top of the priority list for a guard but have no patrol for a goblin, this means that a ton of variables determining what the entity’s priorities are are not hard-coded into the AI.
Changelog Preview
More Advanced AI that can choose targets based on priorities and no longer just avoids ending turns in other enemies, it is no longer possible. (probably, I mean, no one is perfect XD)
Final foundation for adding multiple enemies with different weapons and different art, and different attack animations.
Final foundation for making multiple player controlled entities possible with different weapons and different art, and different attack animations.
Maybe Changelog
A different type of enemy with different art and attack animations. ( I may or may not already have them ready I just don’t know whether or not I want to release them now)
A different player entity with different art and attack animations. ( I actually don’t have this one ready XD)
A Town with all the art in old Shining Force fashion. (probably not, I have none of this done yet)
A better looking first battle map.
Technical Changelog
Made a custom inspector inspect all of the variables needed for the enemy entity.
Cleaned up a ton of my code as said by the last devlog I released.
Made it easier for me to make new enemy animations in unity by making all the stuff in a sublayer of the animation pane so I can just copy and paste it and change the values for a new animation.
Well there might be more than that if I decide to add anything else but I expect this update to be released soon, however, school is starting for me so I don’t know how soon. Anyway, see all of you later!
-From the Unity Developer DrEthan.
0 comments