In case you ever wondered, just how big that code rework I kept talking about was, basically everything is now the same kind of entity (player, friendly NPCs, enemies).
This way of dealing with characters offers a couple of nice opportunities:
Whether it will be utilized this way in the end is another story, but it makes dealing with AI much easier.
Talking of which, I also worked a bit on the AI perception system.
I was also planning out some zones, which seems to go into the right direction now, but that’s mostly on paper for the moment.
Next up: Tweaking alert states and after that combat.
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