Showing posts with label AI. Show all posts
Showing posts with label AI. Show all posts

Thursday, September 29, 2011

A Slow Week, but Staying Positive!

     Well, it's been a full week, but it certainly doesn't feel like it.  This week was a bit of a kicker, to be honest.  Not to say things didn't get done, it just isn't a very progressive week by any visual means.  This week I've been working to overcome a few blocks and obstacles, and have gotten a few background problems fixed up nice and clean. Here is what all got worked on or completed this week:

~  AI has been further improved upon - switching between attack and idle states completely fixed, working on more attack problems. (This took absolutely forever...)

~  Cockroach and BedBug were completed and given to me -- Once in class this week, I'll plop them into the level and everyone can throw ideas into the hat for what all to do with them.

~  "Hallway" level begun -- needs quite a bit of attention in class tomorrow.  My teammates really need to help me out on designing this one, I'm fairly well stuck.  I've got a lot of cool ideas for the bedroom, but we need to make models for that this coming week...

~  Living Room level fixed up and improved upon, along with a few extra code snippets to make things run more smoothly.

     Again, I apologize for this being such a seemingly boring week -- things are getting done, just nothing too visual, this week.

Friday, September 23, 2011

Complete AI Overhaul, Living Room, and AnimNotifies!

     This week, as usual, has been a busy one to say the least.  When you look at what came out of it, it doesn't look like much -- but everything has been customized to fit our needs much better now.  Here is a very simple list of what I've accomplished this week:

~  Totally new AI script that can be customized easily for each enemy. ╤

~  Living Room was first drawn out on paper in collaboration with my lead animator, and has now been almost completed in the UDK.  There are only a few more assets left to put in or modify.  ♫

~  I learned and researched a LOT about AnimNotifies this week.  Essentially, these call an activation of some kind of asset at any given point during a specific animation.  ■


╤     The AI script was created by taking what was already coded for UTBot and taking ONLY what I needed, rather than basically extending the whole thing.  I also used the knowledge I gained from getting the "Score" variable to be able to be read and modified through both Kismet and the scripts to make the AI much more adaptable.  There is now an array (Accessible from the editor) which holds the names of pathnodes.  Essentially, the enemy will follow through the array of pathnodes, walking between them in order, until the player comes within view range.  If the player manages to somehow leave the view range of the enemy for long enough, the enemy will go back to the first pathnode and begin once more.  This is perfect for our game, as it is now quite simple to keep the bots on a 2D plane.


♫     The Living Room level is coming along nicely.  There will be a few hidden areas that are a bit hard to get to in this level, which adds a bit of an edge.  This level will also contain the first magical item needed to complete the game!  Here are a couple of screenshots of various things in the level:

                                           (Book maze...  Climbable.)

                                              (Cheesy-poofs - Physics objects.)


■     Finally, I have been experimenting quite a bit with AnimNotifies.  Right now, the only ones that I have decided to keep are on the "Attack[i]" animations.  This essentially starts up an emitter which is attached to each of the foot bones on the player to kick up "dust".  The dust is basically comprised of some little clouds that I drew up in Flash, and it makes it so that when the player 'slides' while swinging and moving at the same time, it actually looks like he's sliding.  Example:



More to be added soon!  I'll be putting up another post with the finished level.