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(2 edits)

Update 3 - 7 Hours In

Rudimentary Soldier AI, Lantern Mechanics

I've not had a lot of time between work and my masters, but I worked on the soldier AI and added some basic lantern mechanics.

Soldier AI

I wanted to get some wandering in, so I created an AI object that wanders around a certain point. This will be important, because I want the soldiers to stay in the general area where I put them, but don't want to force their movement.

The pseudocode for the AI looks like this.

if we don't have a destination around our target...
    Update our idling time
    If our idling time has run out...
        Get our target position
        Calculate a random position (X and Z, no flying soldiers here)
        Set the navmesh agent's new destination
if we are close to our destination (based on sqrMagnitude)...
    Clear our destination
    Pick a random time to idle


I also started playing with textures that my wife watercolored. Textures are hard to get right. I'm going to have to learn a lot more before they start to look presentable.

Lantern Mechanics


I also added some basic lantern mechanics. Based on how high the lantern is held, the light level and collider distances change. I will definitely have to tweak the distances, but this will enable me to add some soldier specific logic.

Next Steps - Soldier AI to recognize Lantern

I next want to tackle the soldier recognizing when he's in the dim light, bright light. I know I want to do some kind of cone vision to add a more maneuvering element to the game, but I'm not sure how I will implement that.