It's a sorta base building type sim with raiding combat elements. Rimworld: Just been amazed at how good this looks and how well the dev has done updating it. Project Phoenix: Just kidding, these guys are fucking scammers and this is a fiasco! LOL! The Long Dark: So far so good, and with the additional boost of Early Access on Xbox One I think these guys will have the resources they need to really nail the final product Kona: Atmospheric adventure game set in Northern Quebec. Jenny LeClue Detectivu: Mostly because of the name, but this adventure game looks super swell to me. Ghost of a Tale: A 3D ARPG with a Redwall-ish theme where you're a mouse. The Flame in the Flood: Rogue-like procedurally generated 3D raft adventure But frankly, it's amazing to see him try. With this new setup, active and completed quests only need one menu, and whether a quest is active or finished will depend on whether they’re gold or silver colored, just like in the Trophy section! I also upgraded each of the quest indicator images while I was at it.My term project is a 2.5d shooter where the player fights against waves of computer enemies.Some cool Kickstarters/IGGs I'm keeping my eye on:Īviary Attorney: Hatoful Boyfriend meets Phoenix WrightĬhasm: Metroidvania type exploration platformer.ĭistance: An F-Zero style future racing game, on Steam right now, looks greatįrontiers: One guy tries to make a game of Morrowind's scope. In the game there are two different sets of enemies, which are defined in their own classes, though both inheriting from a parent AI class. The EasyAI’s functionality relies mostly on timers and rectangle intersections. In order for the EasyAI to avoid running into obstacles, it has a rectangle created in front of it that detects an intersection with a wall.įor movement it relies on a timer that changes the AI’s direction ever couple seconds. When such an intersection occurs, the EasyAI skips the timer and changes direction. In this way the EasyAI wanders around the map randomly until, by a similar process using rectangles, finds the player and begins shooting arrows. The EasyAI has one health and will die when hit by an arrow Graphs To avoid shooting unnecessarily, the AI checks to see if there is a wall in between itself and the player. The MediumAI, rather than wandering around aimlessly, uses a generated graph and Breadth First Search to seek out the player. In this process the MediumAI first sees if it can attack the player, using the same rectangle process as the EasyAI. If it is not in range, then it follows the path set up by the BFS method. The BFS method uses graph theory to determine the shortest route to the player while also considering obstacles. This is accomplished by generating a graph that has repeated nodes layered over the map. Nodes are placed in a regular order and are not placed when they lie within a obstacle. Mando couldn't stand the thought of there being some unopened chests in our playthrough, so here's the ones we missed I'm willing to bet everything in these. Additionally, edges are formed between nodes that are adjacent to each other in the x and y direction. Through this graph the MediumAI can use the player’s position on the graph and then its own position to determine the best path and make a move. It repeats this process of movement and attack until the player is dead. The only break in this process is when the player shoots an arrow towards the MediumAI. The MediumAI has a set of rectangles that lie in all 4 directions that will detect a player’s arrow if it intersects with one of them. First the “dangerDetector” determines if the arrow is headed towards the mediumAI. If it is, then the MediumAI will do its best to dodge the arrow by moving out of the way. The MediumAI has two health and will lose part of its armor when hit by an arrow.Īvoiding danger takes priority over pursuing the player and attacking and will be done first. Note: By pressing g during survival, the map’s graph is displayed. By pressing s, the path of the mediumAI is shown.
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