Hello, a gif a little jerky to illustrate my " maintained strikes > target " (left, right, left + right):
Hello, I made new pre-rendered gifs that show views internal, external, and cinema (this last is not ingame).
Left + Right:
Looks like a slap…
Is it a big problem ? and my last gifs are more slow that my animations.
Looks nice, I dont’ really understand what the games about, but it looks nice…
3rd person shots look exciting.
Good evening and thank you and RossBlenderArt Redikann.
My game is meant to be action-platform and the expected scenario request infiltration, but I have a little trouble with the level desgin.
The camera in the third and first person is intended relatively immersive and turbulent, both are “parented” with the character’s head to allow movements aligned with it. Cinema cameras request a level approximately finished to be placed this is why they are not yet included.
What I forgot to say is that my striking animations are influenced by the orientation of the character, if the character looks down he will strike down, if he looks up he will strike up, if he looks straight ahead it will strike straight ahead.
EDIT : assigning a kick to middle click, unfortunately it is not changed by the orientation unlike to the punch.
Hello, I’m starting an ia for my first soldier.
Firstly I think managing round depending to the clock with a first between 6H and 12H and several stops during them.
I only expect round between 6H and 12H for this one because I think about differents soldiers for different periods of the day.
But I have a little problem with rotations for a movement without objective.
At the moment I told him to turn left if it detects a decors front right, and turn right if it detects a decors front left, but I don’t know what to tell him if it detects a decor straight ahead.
Hello, I refined the artificial intelligence of my soldier.
It reacts primarily to its distance from walls and player character:
If it detect a wall to left or right : it turns to right or left.
If it don’t detect the player character less 50m: and detect the key to its round it stops for a moment and change the key, if it don’t detect the key to its round it walk to this target.
If it detect the player character less 50m: and don’t detect him less 25m it run, stop at regular intervals for target and shoot him, and if it detects a wall in front of its it go.
If it detect the player character less than 25m: and detect him front it recede, detect him behind it run,detect him on left or right it turns right or left.
Hello, little jerky video for my ia soldier.
What did you record it with? I get best Results with Bandicam (thanks to SolarLune for suggesting it in the first Place), it records really fluent. (This was a Suggestion. ;] )
Hello C.A.ligári, this video was made with many screenshots and without direct video capture, I have already try to capture video but my actual computer don’t want.
Hello I try to improve my soldier.
I added new conditions for its detection of player character, he now detect the following distance and the fact that his in front or not (“Field of vision”), and in walking, running or crouching (“sound”).
If the player character is in front and more than 50m, he is not detected.
If the player character is in front and less than 50m in front, he is detected.
If the player character (not in front and) is crouching, he is not detected.
If the player character (not in front and) walk at less than 25m, he is detected.
If the player character (not in front and) run at less than 50m, he is detected.
If the player character is not detected, the soldier takes his rounds.
If the player character is detected at less than 10m, the soldier run and dodge the player character.
If the player character is detected at less than 25m, the soldier run and attack regularly the player character with a gun.
If the player character is detected at more than 25m, the soldier goes to the main screen of the telescope and active it, and then he reset the detection of the player character.
Hello, adding a few textures on area and a variable “tracking” in soldier.
If he isn’t “warning” and “tracking” : he activates his “path”.
If he is “path” and detect the player to 0-50m : he targets it and activates his “tracking”.
If he is “tracking” to 25-50m of the player : he moves to the target.
If he is “tracking” to 10-25m of the player : he maintains his “tracking” to the target.
If he is “tracking” to 0-10m of the player : he retreats of the target.
If he is “tracking” to 10-25m and the player that he raises his hands : he resets his “tracking”.
If he is “tracking” to 10-25m of the player and it hits : he activates his “warning”.
If he is “warning” to 0-10m of the player : he runs to avoiding it.
If he is “warning” to 10-50m of the player : he runs firing at him intermittently.
If he is “warning” and isn’t to 0-50m of the player : he runs to activate an alarm and resets his “warning” and “tracking”.
Hello, hud revision with indication of combos “walk> run” and “crouch> jump” (bottom left).
Hello, update defend/aim & aim/defend combo.
If hand G and/or D not aim, defend hand G and/or D with A and/or E.
If hand G and/or D aim, activate G hand G and/or D with A and/or E.
If hand G and/or D not defend, aim hand G and/or D with click G and/or click D .
If hand G and/or D defend, strike hand G and/or D with click G and/or click D .
Hello, update clock indication with minutes on small needle, hours on big needle, day provided on edge.
Little video of my interaction system “aim/defend+activate/attack” :
The system allow, in addition to “aim with one hand and defend with the other”, “aim with one hand during the attack on the other”, so I will add the ability to “defend with one hand during the attack of the other”.
Hello, I try to improve my ia but I do not know how, I think especially his reaction when the player character raises both hands while he is targeted.
I tested some games but in these, the detection of the player automatically switches ia into attack formation and the player has no choice but to destroy them …