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Brute - 09/15/2023

A topic by CodeCrunchers created Sep 16, 2023 Views: 47
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Developer (1 edit)

Author: Hayden Rodgers

Date: 09/15/2023

The main issue that I had this week was when I created the brute. I attempted to just reuse most of the behavior trees for the brute. unfortunately that did not go to planned. When I created the  behavior trees for the other AI in the project, they were all designed to be around the same size. Due to the size difference between the brute and other AI I had ran into issues where the brute would not behave the way that it needed to. While upon fixing this I had found a game breaking bug that would cause a crash when a player had died.

To fix the issues and bug that were from the brute I had to create a new behavior tree for the brute for that it could not reuse the tree that the grunt and elite share. In the new tree I had to add in a stop distance and have it so that the AI would not envelope the player. Though the crash that was created when a player had died was due to some oversight that I had. Due to having to create a new behavior tree I had forgotten to change variable in the Controller class to make the AI target a dead player. Due to having used previous code I mistakenly kept the Brute targeting dead players at half the size of its stopping distance. Due to that I had to change the targeting of the dead player to be reflective of the stopping distance that I had to change.