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- Mar 21 2016

Completed basic team tactics. Check out the video!

 

- Mar 2 2016

Added "guard position" action to AI. Working on "storm position" ability! Soon an  AI will be able to fight with another one.

 

- Feb 22 2016

Working on completing basic AI combat maneuvers: shuffle dodge, hide in cover, attack from cover, grenade throwing.

 

- Feb 12 2016

Reviewing combat system. Experimenting with letting character perform trigger control instead of player.

 

- Feb 9 2016

Added some combat AI behaviors such as throwing grenade when target is visible but hard to shoot at.

 

- Feb 4 2016

Streamlined controls, added AI search and intimidate behavior. Now working on combat!

 

- Jan 27 2016

Implementing a Unity editor tool to manage GOAP database.

 

- Jan 25 2016

Added patrol and intimidation actions to the enemy AI.

 

- Jan 18 2016

This guy loaded his goals and actions from database, selected a goal of finding enemies in the home base, figured out that the way to accomplish this goal is to patrol the home base, and started moving!

 

- Jan 13 2016

Gave AI the first action - patrol! Also added SQLite database to store all AI information, and later on items and NPC.

 

- Jan 5 2016

Studying F.E.A.R.'s AI agent architecture so that I can implement something similar!

 

- Dec 29 2015

Created a logging module to help organizing debugs.

 

- Dec 27 2015

The last five days were dedicated on figuring out how Goal Oriented Action Planning (GOAP) works. After reading papers and studying A* algorithm I finally wrote the first iteration of code! Let's see how it goes!

 

- Dec 22 2015

Refined gun recoil. Each gun's recoil amount is determined by the type of ammo and the receiver. In addition, the stock reduces portion of the recoil. Each character has an "arm fatigue" attribute; everytime a round fires the arm fatigue increases, until hitting the maximum. Higher the fatigue/max fatigue percentage, more muzzle climb and spread. Certain conditions can cause max fatigue to decrease, which means the fatigue/max fatigue percentage will increase faster.

 

- Dec 19 2015

Adding a truck load of death animations!

 

- Dec 17 2015

Improved grenade throwing animation! Counting down to real combat!

 

- Dec 16 2015

Working on weapon pull out/hostering animations.

 

- Dec 14 2015

Added grenade throw animation, and a handy little test grenade!

 

- Dec 10 2015

Rearranging animation states the third time, for better scalability!

 

- Dec 9 2015

Added rifle and pistol reload animations, and the ability to cancel reload.

 

- Dec 8 2015

Bullet holes and dust puff added! 

 

- Dec 6 2015

How to make bullets? I believe in a top down game bullets should be low speed projectiles rather than instant raycast hit, because unlike FPS where you can snipe over a long distance, top game only allows a short combat distance, which means the game will be too boring if every shot is instant hit. Today I figured out how Unity keeps track of collision info for particles, and I was able to add some nice impact effect!

 

- Dec 5 2015

Finally mixed aim IK and recoil nicely! Also added muzzle flash and bullets.

 

- Dec 4 2015

Still hasn't figured out how to combine aim IK with recoil animation. Grrr!

 

- Dec 3 2015

Added animation for pistol and rifle for walking/sneaking motions. Smoothed mouse look. Working on recoil animation.

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