Weekly Update #83 - Run Away!

Published July 11, 2020
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Hello, y'all! It's time yet again for your favourite Weekly Update blog post! This week was slightly busier than expected. I was finally able to lay down the foundation of the last jungle challenge. However, it's not quite done yet. I still have something to show off so let's get this started.

AI update

So one of all the feedback I got there was one piece that stood out. My AI is somewhat careful and will choose what to do according to what is going on. For once, should the AI get injured enough, it will stop fighting and will try to protect itself by retreating. Theoretically, the injured entity should be safer this way. I call this behaviour "being scared".

Sometimes, these entities will even get scared towards noticeably stronger enemies. They can also get scared with the use of special capacities.

However, players couldn't easily tell when an AI was scared. This gave the impression of a bugged AI. It needed to be fixed. If people thought that this AI behaviour is a bug then it probably means that something's missing.

There were a couple of ways to fix this. In the end, I decided to add some juice to it. This approach was way easier than changing AI behaviours. Admittedly, adding a new sweat particle system was just what it needed. When the entity is scared, they'll start to sweat profusely.

This was quite an easy fix to do, but it does pack a punch!

Minor Updates

  • Fixed a bug where bumper buttons wouldn.t update their emission colour correctly
  • Moved many Update() code to FixedUpdate() for gameplay consistency
  • Refactor pressure-sensitive objects with new interfaces
  • Fixed some missing references in many bumper objects

Next Week

The last jungle challenge development is in full swing and is going smoothly. It's significantly more detailed than previous jungle challenges and has a unique atmosphere that'll be gorgeous to look at. But this requires a bit more work than usual. To help out, I've decided to fetch the ProBuilder Unity package. With this, I can quickly build a brush prototype of the challenge thus playtesting very early. I can even export the brushes in .obj files. I can then use them as a foundation to build the final models with Blender. It works wonders and speeds up almost everything. Now if only I could learn these keyboard shortcuts real quick...

Aside from that, I'm probably going to publish this month's build soon.

And that's about it! Thank you for reading and have a great Saturday! See you next week!

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