Rooms done, and some AI
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Today was a good day for my programming. I managed to put collision in all the rooms of our game. There was one room where it didn’t want to work but I’ll check why tomorrow. I probably just sent the wrong file to Tomas (while I made the collisionpoints for every room I sent the files to him so he would implement them). Tomorrow I will make some changes to the Collisionpoint-maker program so he can use it on the map. He’s going to make points where the textiles and enemies will spawn. When the collision was done and we had had our lecture on pathfinding I started with the AI to the game. We long discussed if we are to have pathfinding in the game, if it’s worth the time since none of us has ever done it before. We came to the decision that it would be cool (and I really want to learn how to do it), so I took the responsibility for it. Hopefully it won’t take the rest of the project to get it right, but that’s what we’re counting on. Though we want some simple AI for the smaller enemies (and maybe one boss if there’s time) for the alpha which is due next friday. So I thought I could start out with some move patterns and then build the pathfinding from that. So I made this circle which travels from point to point, using circle to point collision. I think this code will do for the alpha as AI, depending on if we have the time to implement the different states on the enemies, we might want to add some sort of attack AI, at least for the ranged enemy but maybe for the melee one as well. Else the player will only take damage if he runs in to the enemies (which is probably not that likely). After I have fixed the program for Tomas tomorrow, I will start with the pathfinding for real. It will take lots of research and trial and error testing. We got a tip from our teacher to look at this website and work from there: So this is what I will do for the next couple of days/weeks/month. But hopefully it will work for our final version of the game! |
