

WARZONE
- 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.