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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 19, 2017, 11:57:49 AM »
Yay thanks Ryan!  I was hoping that scenario with bots stuck on bots was a thing of the past but sounds (quite hilariously and annoyingly at the same time) like it's still there...  As for their ability to land a clear shot, yeah lemme look at that  :-\ I'd guess it's when they're in a bit of a clump or stuck on each other, their lasers are going to hit their bot friends because they're standing too close

PS the bots will have new models in the next update  8)

Idle Chatter / Re: One Of Them
« Last post by `teh1 on January 19, 2017, 09:10:39 AM »
The amount of effort you've put into this shows! Well done. I did cause the AI to break one time when I got caught up in a corner. They started standing inside of each other to shoot me, and shot very slowly even though I was in plain view and was not running. Eventually they walked on top of me and I sat there for a good 30 seconds with 3 of them on me before they finally shot me to death. I think they were having trouble acquiring a lock.
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 19, 2017, 04:21:30 AM »
Working on the enemy models finally.  Starting with experimenting with flashlights:

Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 18, 2017, 02:12:09 AM »
Try out this demo:

This update is all about the enemy AI.  What you should hopefully see is:

- No more friendly fire
- Should hardly ever get stuck on each other
- No more synchronised behaviour (waits/delays are all randomised)
- Better team work
- They spread out when searching

It's still very beta so you'll see all sorts of odd messages in console I've been using to find leaks/breaks in chained functions.  If you want to toggle the rays the bots project to visualise how they see and navigate, open the console and enter 'lasers on' or 'lasers off'
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 13, 2017, 06:14:27 AM »
Enemy AI progress:

The new vision routine is working great!  It's not perfect, but enemies are now effectively deciding whether or not there's a risk of friendly fire and not killing each other all the time.  Also they don't get stuck on each other as frequently (it does occasionally happen if you let them all clump in a small corridor, but it's eons better than it was) and now they're excellent at hide and seek.  If you run off into the darkness, they're pretty good at working out where you 'could' be, and as one of them spots you he tells all his friends.

To test it out, I've been getting deliberately spotted, then running off and hiding to see if they can find me.  9 times out of 10, they do!  And when they don't, they start a randomised frantic search and rake the map until they eventually find you.

Basically, when I play without using the invincibility cheat on, it's actually a challenge!

I've also randomised the majority of the delays between chains so that the enemies don't tend to do things in sync with each other too.  This variable reaction speed makes the game less predictable, so in some scenarios you'll have a lucky escape whereas in others it's game over!  I'll drop an updated download link asap  ;D
dim3 Versions / Re: Web-Shooter Alpha 5
« Last post by ggadwa on January 12, 2017, 09:41:19 AM »

My list of "things to do" is enormous, so I'm just concentrating on a couple things now.  I've been slowed down lately, but last drop was v2 of both map and model generation, and I'm working on the next version for both.  Maps now:

1. Have more random "paths" (i.e., each map has a start and end point)
2. More defined start + end points
3. Truly random platforms (they weren't random before)
4. Much better decorations
5. Better monster placement on paths

It's coming along, just slowly.  I think when I get further I'm going to work on actual monster AI so there can be different types of monsters.

[>] Brian
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 03, 2017, 04:20:32 PM »
In order to help the enemy AI work out how to engage the player when there are other enemies/objects/obstacles in the way, I'm developing a new vision routine.  Here are some beta shots:

Green means no risk of friendly fire, red means there's a risk of friendly fire, blue means clear shot.  It needs a lot of tinkering before it's ready for the prime time, but the idea is this will help particularly in tight spaces (such as the pictured hallway above) so that if lots of bots are in one tight space they'll be able to know when to hold fire and wait, or when to start shooting/attacking.  In the first picture, you can see the bots either side of the zombie have clear (blue) shots, whereas in the second shot, the bots up the back are at risk of friendly fire if they shoot (hence red) so they'll hold fire

I need to do this because the sight test built into the engine can see the player through some pretty tight spaces, so if I use that as the only deciding factor when the bot decides whether or not to start shooting, it's very easy for friendly bots to get clipped by projectiles.  Indeed my bots kept killing each other when trying to shoot the player because of this.  I'll need to use the built-in sight check to decide whether the bot can see the player or not, but then use this additional vision routine to decide whether or not to shoot.

Note those lasers are spawned by the invisible 'sight' projectiles the enemies use to scan their surroundings to help me see what the enemies are up to.  They're just to help me while testing - you won't see them normally when you play
Idle Chatter / Re: One Of Them
« Last post by Logan on December 27, 2016, 02:25:52 PM »
Sweet! Still watching this
Idle Chatter / One Of Them
« Last post by Galavant Garde on December 27, 2016, 02:19:30 PM »

I finally have a name I'm happy with for the zombie game, also Dropbox is about to change Ts & Cs meaning all the pictures from the previous thread will disappear, so time to start a new thread I guess (images won't vanish on this one because I'm using my own website server)

I'll post updates and info here from now!  Currently working on making the zombie look meaner/better - the above artwork is just a quick experiment
Idle Chatter / Re: new Zombie game :-)
« Last post by Galavant Garde on December 23, 2016, 06:17:35 AM »

I've never been particularly good at modelling or texturing but I'm liking where this is going.  He shines a bit too much like he's wet but I'll get him right eventually.  I've also adjusted a few vertex/bone ratios in his shoulder to get rid of that annoying downward 45 angle they had

Oh and here's the money shot!
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