Wednesday, July 27, 2011

Getting closer to releasing Transition Build Blend

As I'm approaching finalizing the last few little features or accomplishments before releasing Transition Build Blend(#1 and #2 together), I've noticed that both my coding ability and debugging ability has undoubtedly increased in quality and quantity over less time. Just today, I've added gun animation handling, ammo handling, and a part of the EWS 'Warning' logic. A good 100-200 lines of working code. Plus I've made some little customizations in the feel of the game, such as the EWS update rate at lower framerates.

I've finished most of what I wanted for this build, all that's left is scripting the tutorial level out fully and getting the locker room level mapped out in placeholder graphics.

Wish me luck.

Sunday, July 24, 2011

HUGE AI update!

So I've just completed a gigantic update to the AI system, in which the Idle,LookAtPlr, and MoveTgt behaviors are implemented and the others are to be finished later as the game progresses on.

In addition to the large AI logic update, I've implemented animation for the enemies using the Enhanced Animation plugin for DBPro which allows for much increased ease of use and control of the animations for all animated objects in WTLD.

After this large update is finalized( some optimization and consistency issues to clean up but nothing too large), I'll move on to the gunplay. Specifically the animations and sounds while using the guns.

Until next time,
D13 - WTLD Primary Developer

Monday, July 18, 2011

AI update

Here's another update about the AI system. I've had to throw out my entire system, in order to implement a more dynamic AI.

The new system is based on behaviors instead of specific actions. These behaviors will be hard coded in the engine(such as to improve debuggability[Like that word?]), and then the Lua function responsible for that enemy's specific AI will tell the program which behavior(s) to do.

Behaviors:
Idle - Enemy does nothing, plays an idle animation or something.
Reload - Enemy reloads his weapon
Move Target - Enemy moves to a target given by the Lua function
Look-At Player - Enemy looks at the player, utilizing the head limb of the enemy.
Follow Player - A complex behavior, has the enemy follow the player at a certain distance.
Shoot Player - Enemy shoots player with current weapon.
Cover - Enemy will find the nearest cover, usually to either regain health or reload weapon.

So far I've implemented the Idle and Look-At Player behaviors, now I've got to reimplement the pathfinding so I can create the Move Target, Follow Player, and Cover behaviors.

Friday, July 15, 2011

Status Report

Just wanted to give a quick status report since I haven't posted recently.

This is the current progression of features needed to release Transition Build #1:
Intermediate EWS implementation: 100%
Animation/sound during gunplay(M9SE): 50%
More functional/visually appealing main menu/options menu: 100%
Arena Scene(Tutorial) fully scripted out(appstate/Lua): 0%
Appstate engine to modularize level areas: 80%
Two scenes fully or partially laid out using placeholder graphics(MapScape): 50%
Enemy pathfinding/AI(A*): 95%(need to add framework for dynamic AI based on behavior)

As you can see I'm very close to being able to release the next build, but I've hit a motivational roadblock. Which should I finish first?
1. AI
2. Placeholder graphics
3. Tutorial scene
4. Gunplay(animation/sound)

Please comment and give me an opinion of what I should do!

Saturday, July 2, 2011

Progress on Artificial Intelligence

I have now officially integrated the pathfinding utility I'm using(IanM's A* routines for DBPro) into my mainline program with the input for the AI's final destination being determined by a superfast external Lua script. In addition to that, the A* map that the routines search is also determined by an external file so I can now edit the entire behavior(movement for now) of the enemies in WasTeLanD.

Total progression on this build:
Intermediate EWS Implementation: 95%
Animation/sound during gunplay: 50%
More functional/visually appealing main menu/options menu: 100%
Arena scene fully scripted out(Appstate or Lua): 0%
Appstate Engine: 50%
Two scenes fully or partially laid out using placeholder graphics: 50%
Enemy pathfinding/Artificial Intelligence: 95%