Tuesday, February 28, 2012

Soldier Of Update - Enemies Are People Too!

Hey. Sorry about not posting here more, but it's a bit difficult to keep up updating different places. Anyway, here's a little bit of an update for Soldier Of.

Today, I worked on getting some enemy AI finished. So far, they can follow you around, fire at you when close, and be 'idling', where they don't know where you are until you approach them. This'll allow you to choose whether you want to engage the enemies or simply sneak by them.

The cubes you see in the screenshot is their target, essentially. It 'rubber-bands' toward their target, which would be the Player, usually. A ray is cast from the enemies to those cubes to check to see if they see any 'good' guys there - if so, they fire. This is done so that they're not constantly firing. :p

In addition, I can change the code just a bit to fire at anything rather than just good characters, which would be good for robotic or turret enemies (fire at the player, regardless of who's in the way).

One thing that I would like to work on is the expansiveness and general feel of the world - I want it to really feel like a city. I'd also like for there to be side-quests and other things to do than just explore.

For example, this is a spot in the bank where the vault door is locked. In order to gain access to the inside of the vault, you'll need to get the access code from upstairs, which might be heavily guarded. You won't need the item in the vault - it'll be completely up to you as to if you choose to get it.

I want to add a lot of little things like that that you take notice of and continue on. Then, later, you find what you could use to get past that barrier and get what's inside. Of course, this will take a lot of different items that you can find, but hopefully, it'll be worth it. :)

Anyway, that's all for today. Thanks for reading!

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