AI clip (AI conquer and AI kill)
Here it is.
The clip showing some AI-behaviour I promised. The troops split into groups with different tasks and fight a little.
Here it is.
The clip showing some AI-behaviour I promised. The troops split into groups with different tasks and fight a little.
Just before christmas I worked on the team-AI deploying it’s troops to take over different parts of the map. The prio on the zones is depending on the teams expansivness and the team is able to repriotize based on a number of factors and it’s fuzzy-logic thinking.
The next step was to make the team-AI give different goals for its different groups, wich worked out fine. So this week the enemy forces has been running around taking over zones and fighting each other, depending on what their goals have been. The fuzzy logic will be tweaked and more factors deciding the final AI-behaviour will be added, but at this time it works surprisingly well.
A video showing this AI behavior will hopefully be up next week.
//Bo
This is a video of the pathfinding for the units in the game. The units are not moving fluently in the video, still working on that, but it’s a video with units moving as a group and units avoiding each other.
(1mb)
/Markus
I have been reasearching pathfinding and made a first version of the pathfinding so units can move around the world. It’s only collisions with static world right now, but I’m researching/reading/testing pathfinding with collisions at the moment. Have also implemented so the units switches animations when they are in idle, walk etc.
//Markus
Last week I spent some time rewriting the AI and it ended up much better than before. Much of the elements remain the same, but I had to change the structure a little so that it would work just as I wanted.
This week I’ve spent time integrating the AI I’ve written into the main game. It’s nice seeing the behaviour thats been written, in action with characters running around compared to the text output from my initial tests. It works very well and I’m looking forward to make it far more advanced.
Right now the AI’s behaviour is very simple chasing the player characters if they enter their “area of perception” and if their team is aggressive. But when fighting and conquering zones are implemented in the game things will get a little more interesting. Until that time I’m thinking and researching about ways to implement the things that will be needed.
After having the sound-meeting I’ve also written the audio part of the design document so it’s pretty much completed :)
Thats all.
/Bo