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roadtovostok
roadtovostok

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Dev Update (27/06/2024)

Hi!

All the new AI behaviors are now complete, here's the full behavior set:

In the previous demo there were only: Wander, Guard, Defend and Combat, so there's a lot more variation now through this overhaul.

In the video clip, you can see for example one of the most devious behavior which is the Ambush. The purpose of these kinds of behaviors is to limit just casually running into rooms, so the player should keep fairly alerted state when moving indoors. Player damage was turned off for testing reasons :)

Today, I also did few tests with the roaming simulation but it quickly turned out to be too "early feature" without having more maps in the game, so instead I upgraded the current AI spawner to be much more unpredictable.

I will implement the roaming simulation probably later this year with the AI overhaul Phase 2.

Tomorrow I will polish some AI animations and figure out some proper guidelines for the new AI Mixer which randomizes these behavior in different scenarios.

After this there's only "group activities" left, which will allow the AI to spawn in groups to certain logically spots with some casual animations.

-Antti (Developer)

Comments

After watching the video, the instant attack is kinda OP. That would drop someone quick. Will there be a delay coded in, with the low percentage chance that when they enter combat from ambush, they attack?

Tenks Lanzing

When they are Hiding maybe they should crouch when they find their hiding spot?

TacShooter

I'm loving this man. Great job!

Lando

I'm glad that I've already been building the habit of slowly pieing corners and clearing rooms carefully in these demos. Looks awesome!

Fonzi

Sounds awesome! A great AI makes the game.

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