Can I teach them to shoot?I’ve been working on some AI improvements. There’s a few more behaviors related to combat on the table, and there are more ways to choose between them.
Also this test-environment I guess.
The most interesting changes to the system has been giving every entity better defined awareness and senses. They now have quite robust ways to determine
who they can see at any one time. They have a way to keep track of…who they lost track of a moment ago( a kind of short term memory), so that they can
pursue the remembered threat, as well as assumed threats that appear from things like sounds.
I like the idea of them having these senses and ways to process them and derive information from them the way any real creature would. It also makes most
of my job a lot simpler.
One thing that isn’t simple is conveying this information to the player in any way that isn’t too spammy or weird. Currently the AI will flash an exclamation mark
whenever it discovers an enemy, or a perceived threat from something like a gunshot sound. Problem is that this happens a lot in firefights, so you can see it flash quite often to the point that it loses all meaning.
Likewise there’s a question mark that appears whenever they lose sight of an enemy, which is great in theory, but it also flashes when they themselves walk
behind cover to do something and thus loses sight of the enemy.
I’m going to have to find a way to make this…less annoying.
At least it’s great for debugging at the moment.
Another few things I’m happy about at the moment are the ability to get to cover, and to seek out assumed threats; the behaviors themselves aren’t that
complex, but the way that the AI chooses between them and other actions make it seem quite good. They’re a bit more erratic than what I would want, but
they do their job well enough for now.
None of this is perfect, obviously, but now the framework is there and it’s a bit easier to see where to go from here.
There’s a lot with AI that I haven’t gotten to do yet, like flanking and hiding behind cover and teamwork, but for now it will have to do.
Other than that, what I’ve been working on are a new in-game debug toolset, and trying to find a workflow for working with animations in the Godot engine.
Godot is quite painless with most things compared to other engines in my experience, especially in 2D, but there really is only one snag that’s come up
over the years and it is importing animations. It’s been a consistently awful experience from one end to the other, and I’ve wasted a few full workdays
in trying to find out how to get this shit in order. Still no luck so far, but there’s a few options I can still try.
The result is that I can only work with un-altered animations from Mixamo, as opposed to changing them to fit more. Frustrating.
That's it for now. I'll check in with some other stuff I'm gonna work on in a week or two, hopefully.
Stay safe out there!