Tech Blog [Month 2 - Week 1]
- Ryan Vafiadis
- Feb 5, 2017
- 1 min read
Fixed co-procedure initiating bug related to the timing of function startup by using predicates when loading is complete.
Realized that flee was still working as intended, the scene didn't have the correct tags. Changed the tag-check for "cover" so that it uses the parent of the object, so that only one object in the hierarchy would need a tag. Tweaked timers and nav agent parameters for better performance.
Renamed behaviors and created a new one to make more complex movement behaviors.
Implemented checks in the code to account for errors in targeting when a unit is killed.
Changed the call to TakeDamage to instead send a message using a struct with the required variables.
Created a check for AI targeting to check the y of a target for future updates.
Modified game manager to teleport AI under the stage on death and changed AI targeting and behavior to account for these changes.
Started working on projected fire based on target movement direction and velocity. Found quite a few resources for possible implementation.
Ran into a lot of problems when trying to optimize the calculations in such a way that wouldn't cause lag. May consider a different in design in light of these difficulties.
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