Tuesday, March 18, 2008

Bug Detected!

I’ve detected a bug that appears sometimes when the player is standing in the top left corner of the map, it causes the game to crash while an AI agent is searching for a path, but this bug can appear even when they doesn’t target the player so I haven’t been able to locate the source of this bug yet.

Sunday, March 16, 2008

Milestone 3 Presentation.

Here’s the milestone 3 presentation:
MS3.ppt

And here’s a Demo of the Game:
Demo.rar

The knight currently lacks his left & right sprites.

Edited: I’ve detected a quite large memory leak in the game caused by reloading the textures every time the map starts, witch means that for every time a match begin the game will have a slight fps drop. I’ll try to remove this memory leak today.

Thursday, March 13, 2008

Flee State Discarded & Small AI Optimizing/Bug Fix!

Well, after trying out the result of the flee state I noticed that once the AI agents attempts to flee they are always killed almost instantly as the maps really are far too small to have any “safe” locations. Now that I’ve removed the flee state however they seem to survive slightly longer.

I’ve also optimized the AI a little to make the game more fun and I’ve finally found and fixed two AI bugs where, one where they ran into a wall an wasted all energy by attacking it and one where they kept walking back and forth on the same spot for about 1 - 3 sec every once in a while. There is however one additional bug witch I still haven’t solved, this bug is very rare (witch makes it harder to locate) but it may crash the game on occasions, it seems that this bug only appear sometimes when the player is standing in the top left corner of the map and one or more of the AI agents are targeting him.

Now I’ve just got the last 3 weapon effects, the AI version of the curse effect and the remaining basic sprites left to do in order to reach the minimum requirements.

Screenshot_of_the_day_002.jpg

Tuesday, March 11, 2008

Fine Tuned AI.

I found a few mistakes where all the AI agents where sharing the same timers witch resulted in odd behavior for all except the first AI agent. They still need a little fine tuning to make them look “intelligent” and not just like some maniacs running around shooting at everything as they do now. I’ve given the ability to select target to the AI agents so that they don’t go all against the player so now they attack each others as well, in general they behave as they should, but they do have a tendency to face a wall attack attack it a little now and then.

I’ve done most of the flee state now as well, so they will soon be able to flee, but as it is now they would flee until they die if they are low on life points so I’m considering to add a life regeneration of about 1 life point per 10 seconds or something like that witch would reward those who survive long enough with low amount of life points. To ensure that they won’t flee as soon as their life points fall below a certain value I think I’ll add a chance that they will ignore the damage and continue to attack until they die.

Here’s two screenshots of “Wizard vs. Wizard vs. Wizard vs. Wizard” battles. :)
Wizard_vs_Wizard_vs_Wizard_vs_Wizard.jpg
Odd_Map.jpg