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Re: What are you working on?
[Re: the_clown]
#453162
07/09/15 18:09
07/09/15 18:09
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Pretty much, Brutal Doom (/ II), Turok 1, maybe a touch of Metroid Prime and Resident Evil 1 Remake serve as inspiration. EDIT: Oh, and something else, but that's a secret!
@below: Thanks!
Last edited by Superku; 07/10/15 11:51.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: What are you working on?
[Re: Superku]
#453164
07/09/15 19:14
07/09/15 19:14
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Joined: Nov 2008
Posts: 946
the_clown
User
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User
Joined: Nov 2008
Posts: 946
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Re: What are you working on?
[Re: Denn15]
#453393
07/24/15 08:28
07/24/15 08:28
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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this week I implemented this behaviour tree (inspired by migration to UE4), replacing the old state machine, and I'm quite happy now. sucked means stucked code is more simple, thus performance is slightly better. basic description: the group manager defines desired targets, and units start to move if it differs from their position. sounds simple conclusion: it is better to use a clean easy-to-debug system for AI design; and without visual tools it is hard to make a complex one (like in UE4).
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