Slow progress is still progress


I was hopeful to have more done by now but sadly life, summer heat, lack of energy and any other excuse I can think of got in the way. There has been a bunch done though. Some even noticeable and not just rewrites of code.

The AI is slowly coming along. Also developing a pretty deep debug tool for it so I can know fully what is happening in an individual mind. Current state being Thonka, Nader and Skeleton having a base attack, go to random spot when not doing anything and some follow/track for when they are trying to attack something. Performance wise there is a rudimentary balance as in cap of how much AI can run each frame. Still need to implement a priority system though so that time gets used by those that need it. Currently when getting up towards 300 enemies you can see some starting to stand still. Basically waiting for their turn to think.

The weaponsystem has seen lots of rewrite and changes and all for the better. The different parts are crystalizing and is falling more and more in line with a design that would in the future lend itself well to be exposed to LUA for end user shenanigans. But no promises.

Shotgun model has been completely remade. The revolver is also new I think.

Ragdolling removed since it tanked performance and needs to be implemented in a different way with dedicated ragdoll dummies.

Here's some pics and clips from the development since last devlog





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