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Tech Blog - Week 4

  • Ryan Vafiadis
  • Jan 27, 2017
  • 1 min read

Updated flee functionality to use a random point in a sphere instead of a circle. Tweaked distance to flee and created flee-timer. Organized timer functionality into a manager function. Bugs when switching between states, perhaps the queue of actions is bloated? Created queue functionality to remove duplicate states, uses recursion, need to test further.

  • Changed state machine so that the evaluate function exists in the update function. Will test the use of time for evaluate behavior. Made the chase behavior go in a random direction when strafing toward player. Implemented a chase countdown to accompany the flee countdown.

  • May implement a system to weigh action costs for smarter state changes.

  • Created a distance check on attack, and a behavior changes when distance is too high.

  • Created a target lock to manage multiple target change when there are various targets in view.

  • Altered AI to use co-procedures for all behaviors. This greatly reduced in-game lag.

 
 
 

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