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Plan for Dee
Plan for Dee
| Name: | Dee | |
|---|---|---|
| Date Posted: | Oct 02, 2005 | |
| Rating: | Not Rated | |
| Public: | NO | |
| Comments: | YES | |
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| Profile Page: | View profile page for Dee |
Blog post
Headway on AI resource - finally!
Well, seeing as I need it before I can properly continue, I decided to hunker down and focus on the AI add-on, I've had in mind for a while.
Didn't take as long as I expected, seeing as I had drafted the layout previously, and refined it over about 4 months : )
ca.geocities.com/darylland@rogers.com/Image1.jpg
Basic design is trigger/radius driven, but 90% initial and playable settings can be done through the editor, with immediate visual/game feedback.
Hooks, and console commands available to override most settable options)
Some of the results are here:
ca.geocities.com/darylland@rogers.com/Image3.jpg
ca.geocities.com/darylland@rogers.com/Image4.jpg
ca.geocities.com/darylland@rogers.com/Image5.jpg
ca.geocities.com/darylland@rogers.com/Image6.jpg
Layout's pretty flexible too.
- C++ class templates for actions
- FSM design
- AI Manager type use, where the AI takes direction/settings from a static source
allowing a quick re-point of the source to change most AI attributes
- Enter/Execute/Exit style states
- Basic functions imbedded in C++
- Script exposed for easy additional customization
- Seems not to have any issues with memory or load..so far
So far I've managed to implement the basic Idle/Animate/Follow/Avoid/Sounds/LookAtPlayer & Attack options.
Just need to finish up on Activate/De-Activate (Hide), Waypoint Wander (in C++), PathFollow & Dialog actions.
Didn't take as long as I expected, seeing as I had drafted the layout previously, and refined it over about 4 months : )
ca.geocities.com/darylland@rogers.com/Image1.jpg
Basic design is trigger/radius driven, but 90% initial and playable settings can be done through the editor, with immediate visual/game feedback.
Hooks, and console commands available to override most settable options)
Some of the results are here:
ca.geocities.com/darylland@rogers.com/Image3.jpg
ca.geocities.com/darylland@rogers.com/Image4.jpg
ca.geocities.com/darylland@rogers.com/Image5.jpg
ca.geocities.com/darylland@rogers.com/Image6.jpg
Layout's pretty flexible too.
- C++ class templates for actions
- FSM design
- AI Manager type use, where the AI takes direction/settings from a static source
allowing a quick re-point of the source to change most AI attributes
- Enter/Execute/Exit style states
- Basic functions imbedded in C++
- Script exposed for easy additional customization
- Seems not to have any issues with memory or load..so far
So far I've managed to implement the basic Idle/Animate/Follow/Avoid/Sounds/LookAtPlayer & Attack options.
Just need to finish up on Activate/De-Activate (Hide), Waypoint Wander (in C++), PathFollow & Dialog actions.
Recent Blog Posts
| List: | 11/07/05 - Plan for Dee 11/02/05 - Plan for Dee 10/31/05 - Plan for Dee 10/24/05 - Plan for Dee 10/14/05 - Plan for Dee 10/12/05 - Plan for Dee 10/02/05 - Plan for Dee |
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Submit your own resources!| Chris \"C2\" Byars (Oct 02, 2005 at 12:34 GMT) |
| Chris Calef (Oct 02, 2005 at 18:21 GMT) |
| Firas (Oct 02, 2005 at 19:39 GMT) |
| Dee (Oct 04, 2005 at 23:25 GMT) |
It actually worked out way better than I expected : )
@Chris C
Not this year, but if all goes well, planning for next year...although it's a bit far from TO...
@Firas
Likely will be an AI pack.
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