Jon: Hi, everyone! Time for March’s update.
This past month I’ve spent most of my TAR time on AI, and have a few things to mention:
- We are now using a different AI system than GOAP. GOAP planning was taking up too much CPU, and was getting too difficult to debug… I have been reading Mat Buckland’s book, Programming Game AI by Example, & have found his Goal-Driven system to be quite insightful. I have the new system up and running and it’s using a lot less CPU than the previous system!
- Continuing in the book, I decided to work on a weapon selection system for NPCs utilizing the chapter on fuzzy numbers. The basic idea is that they’ll choose the most desired weapon they have based upon various inputs, such as distance (Swapping from a bow to sword, for example). It’s coming along.
I have started the possibility of hitting multiple targets with one swing. We have wanted to have Strength, along with larger weapons, to allow for sweeping through multiple opponents, or at least smaller ones like bats, with one swing for a while. This is a step towards that. In the process, I may have fixed the bug where weapons could remain active if an attack animation was interrupted as well.
I’ve also dabbled in potions, continuing work to make them more modular. Previously, I would have to make 3 new prefabs for each potion type we would want to add. This was taking too long… Now, I only need to make one prefab per type. I have added some new potion types including a Sleep Potion. 😀
I have also been experimenting with coloring the potions programmatically based on their elemental compositions.
Now, Andrew has been working on things that might be a bit more exciting, putting aside the Castle temporarily to work on the old Water Cave…
April Fools! 🤡 It’s a Lava cave! There’s a method to the madness I assure you. Here’s a peek:
This is a new area, and will not be replacing the Water Cave.
A couple more things before farewell. I wanted to share some useful Unity discoveries we’ve made this past month that have helped out quite a bit, for other devs out there:
- Alt/Option clicking an arrow next to a folder will open/close the folder along with all of its nested child folders! This has saved us a lot of time navigating our massive project.
- Discovered a very useful editor tool on the Unity forums that can find dependencies of scripts in your project, missing script references on prefabs, and more! https://forum.unity.com/threads/editor-want-to-check-all-prefabs-in-a-project-for-an-attached-monobehaviour.253149/