Darkness looming


So summer is well passed and the dark bit of the year is here. Time and energy to get back on it has been found.

So after some time down I decided to go for the AIModule hard. Created a dedicated Unity project to have as little as possible to sidetrack me while developing the AI. Goal with that is to get a solid drop in module to then make use of in this project and any other project. So far the time spent on it has been very productive and a lot of cleaning, shifting and adding to the code has resulted in much more performance and way way less confusing way of writing the actions for the AI.

The approach is to have teh AIMind evaluate all possible actions and then pick the oine with highest priority to perform. Then keep performing said action unless anything changes that would interupt it. Running it all in its own UpdateMind() from a main AIManager class allows for shifting of priority and balancing of CPU load while still being able to have comparatively complex behaviour. Well that is the plan at least. Having stupid enemies that go "see player, move to player" is ofc possible but not the goal here. Instead it will be a matter of adding actions to the mind and allow the dynamic calculation of priority result in a more varied and interesting behaviour. So should get interesting once I get to that point.

AI dev project is coming along real nicely. Made a little valley for the dudes to run around in and collect apples. The plan here is to make a handful of actions for the minds and have them live out in a simulation of collecting food, eating to avoid starving and death. Claim hut to live in and sleep in them over the night. By then the normal actions and the bits that drive them should be solid enough for what I need. 


After that I will add some animals I guess. Something for them to attack beside other dudes. But we'll see. That next step will be to iron out the driving of the attack actions.


While taking breaks from the code I also started making assets again. Trying to make them quick and dirty because I will need a lot of them in the end. Here's a couple screens from Blender


Feel free to stop by the stream at https://www.twitch.tv/munglo and say hi at anytime. That is where most of the grind to get this done is made.

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