by ThunderZ » 28 Feb 2011, 23:29
Some things for the next release :
-> AI mob move could only need to target X and Z axis (if you create AI mob an cube on jump on it the AI will never found the target location and you AI mob will turn around)
-> AI Mob need to follow gravity (if you create an moving plateforme and mob on it, if you fall, the mob will follow you but walking in the air
by dpharaoh » 28 Feb 2011, 23:49
by ThunderZ » 01 Mar 2011, 15:04
I've only old C++ code but the same concept coupt be adapted easily on shiva
Some tricks for the next time :
-> one more external circle : http://www.stonetrip.com/developer/forum/viewtopic.php?f=25&t=22472&p=30488#p30497
-> for AI move for an MMORPG type i think it's like you're AI move (aka the terminator mode that follow is target) but you could add some trick :
---> add an other ancor (large one) in front of the AI mob
---> target the player anchor
---> move in the direction of your target but you coordonate will be an x and z value under your ancor.
---> update you direction and next move as the same.
it will result that your AI mob will go on the same goal but don't have a direct patch like zombie (well it's perfect for zombie monster or robot).
- My english is poor so i try to draw you what i mean (but i'm bad in gfx too :p)
- ai move .png (19.82 KiB) Viewed 1551 times
by dpharaoh » 05 Mar 2011, 13:40
Some of the additions:
XML inheritance, for template-driven data definition
Added more logic to ServerAI to handle game logic decisions
XML game menus
New Server Menu, allows object creation and modification
Improved camera controls
Prototype wall stick function (something silly)
by dpharaoh » 08 Mar 2011, 06:46
by Winin » 08 Mar 2011, 13:51
by dpharaoh » 08 Mar 2011, 14:34
AI are going to be a lot of fun to work on, so many varieties and possibilities! Once I get into the game creation I will probably budget 2 or 3 days to them. My goal right now is to finish and stabilize the framework within the next week so I can begin working on a game with it all. Then I will spend a few weeks on a game, one week on polish, a few days on release engineering, and ship it out as a proof of concept/early release. Then watch and let the bug/wish list fill up as I plan out 6 months for a 'big game'
That's the plan, anyway!
by dpharaoh » 09 Mar 2011, 05:02
Also did a quick pass on weapon equipping
Things are really getting interesting!
by Winin » 09 Mar 2011, 19:02
by dpharaoh » 09 Mar 2011, 19:24
The easier version would be an additional attribute in the <source> which handles either specific platform or quality level. I will work that into the data frame work. Probably will do a platform attribute.
I also need to do some more with platform detection