InfiniteStateMachine
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« Reply #740 on: February 24, 2012, 09:55:17 AM » |
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Hey man I just tried this for the first time. It's great fun. I missed a Data Communications class because of this Is it possible to get a new minion after your current one dies? I'm guessing maybe you find one in a treasure box but I havent come across this yet. I'm sure this has been asked before but I didn't see it in the insructions and this thread has 100 pages o_0
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st33d
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« Reply #741 on: February 24, 2012, 10:36:12 AM » |
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Glad you're having fun The minion comes from the Underworld. A portal to that place can be opened by killing a monster that has had Undead cast upon it (via throwing a rune or an Undead enchanted weapon). There is also a portal rune that can open a way to the Underworld. And if all else fails, the Underworld portal starts off on level 20. All other methods actually move the original portal to a new location. spoilers
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st33d
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« Reply #742 on: February 24, 2012, 12:28:48 PM » |
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Editor Update 317Added a teleport minion option to the editor menu (just click whilst over that option to teleport the minion), and drawing the ai paths that characters are using to navigate. This helped me solve a bug where characters were being added multiple times to the AI queue - so there were a number of ghosts the minion may have been chasing. AI problemsI'm now concentrating on trying to fix the AI. There are four major issues here: No Clip Handling: Characters that are overlapping their targets don't know what to do about it. They've reached the goal but can't attack it. The Navigation Path is Too Long: When this happens a character will walk to the nearest possible tile to the goal and stop. A common occurrence of this is when two characters face off at each other on top of two cliffs. They will simply stare each other out because they can't solve a route that long. This is often how the minion will get stranded. You can tell in the editor view when this happens - they will have one node in their path and they will stand perfectly still. Someone In The Way: A chasing monster often runs into a patrolling monster and can't get him to move out of the way. Two Paths of Equal Length: A character will get stuck trying to choose between two options and constantly turn left or right. - The others I have ideas on how to solve. The last one, even with all my new editing tools and test bed, I can't recreate. But I've seen it before. If you see this last issue and can post a screenshot of it (with the ai paths on in the editor helps immensely) please do. After solving these problems I hope to implement Bravery stats (monsters will attack and run away), exploration states (monsters will get bored and investigate other areas whilst patrolling) and the Fear spell.
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« Last Edit: February 24, 2012, 12:34:12 PM by st33d »
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mokesmoe
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« Reply #743 on: February 24, 2012, 02:54:14 PM » |
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The AI thinks this is a valid path. This isn't something that would come up in normal play though. Also the AI path won't let the AI drop off anything that isn't a ledge. They can't walk off the side of a block or drop off the bottom of a ladder. Again, wont come up in any normal dungeon, So not a problem. Also my "Remap AI graph" option stopped working. I had died and started a new game before it happened, although I hap already reamapped it once before it stopped working. There you go, another post filled with glitches that don't need to be fixed.
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st33d
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« Reply #744 on: February 25, 2012, 06:37:01 AM » |
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Having path rendering on and entering the Test Bed crashes it. Best to just turn off any editor rendering before changing levels. The level generator actually never leaves a cliff edge without a ledge sticking out from it. I did that because of all the trouble I was having with map connectivity but it also served as an optimisation for creating the AI graph. Yay for blundering. Editor Update 318Added patrol path rendering to editor ai render, added tile postition to ai render, added main-dungeon lighting or area lighting setting to test bed, added rendering parent colliders to editor, added coords to editor highlight rect. Fun with the new lighting options in the Test Bed (you have to restart the Test Bed to see them): You can see the new rakshasa and wizard hat in there. New AITo solve the path-finding dead-end problem, characters now panic. On reaching their wits end with their path finding routines they will pick a node at random to navigate to nearby and try going there to see if they can figure out a new route. It doesn't work for everything, but now, on a cliff edge facing the enemy, the ai will chance a leap of faith. I'm going to work on more AI features now.
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st33d
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« Reply #745 on: February 25, 2012, 07:50:05 AM » |
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I stunned Death
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st33d
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« Reply #746 on: February 25, 2012, 08:03:16 AM » |
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Okay, I'm noting 3038913370 as a good one. WELCOME ROGUE KOBOLD PUNISHED BY ROGUE ROGUE TORE OUT A KOBOLD HEART KOBOLD PUNISHED BY ROGUE ROGUE TORE OUT A KOBOLD HEART KOBOLD PUNISHED BY THE MINION PICKED UP RUNE OF ? PICKED UP FLIES KOBOLD DECAPITATED BY ROGUE KOBOLD DECAPITATED BY THE MINION BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 3 DISCOVERIES KOBOLD PUNISHED BY THE MINION KOBOLD PUNISHED BY THE MINION KOBOLD PUNISHED BY THE MINION PICKED UP KNIFE MINION EATS KOBOLD HEART KOBOLD PUNISHED BY THE MINION KOBOLD PUNISHED BY ROGUE TRAP DISARMED SECRET REVEALED KOBOLD PUNISHED BY ROGUE TRAP DISARMED KOBOLD DECAPITATED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING DESCENDED TO LEVEL 2 SAVED GAME DATA KOBOLD PUNISHED BY ROGUE KOBOLD PUNISHED BY QUICKENING GOBLIN STOPPED BY QUICKENING GOBLIN STOPPED BY QUICKENING WELCOME TO LEVEL 2 ROGUE GOBLIN STOPPED BY ROGUE EQUIPMENT IS NOW IN ORDER OF PURPOSE PICKED UP RUNE OF ? KOBOLD PUNISHED BY THE MINION GOBLIN STOPPED BY THE MINION TELEPORT TRAP TRIGGERED TELEPORT DART HITS ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH ABANDONED 1 DISCOVERY GOBLIN STOPPED BY THE MINION BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 2 DISCOVERIES PICKED UP TIARA PICKED UP RUNE OF ? GOBLIN STOPPED BY THE MINION GOBLIN STOPPED BY QUICKENING WELCOME TO LEVEL 3 ROGUE TRAP DISARMED TRAP DISARMED TRAP DISARMED GOBLIN STOPPED BY ROGUE PICKED UP TIARA GOBLIN STOPPED BY ROGUE GOBLIN STOPPED BY THE MINION SECRET REVEALED KOBOLD DECAPITATED BY THE MINION GOBLIN STOPPED BY ROGUE DESCENDED TO LEVEL 3 SAVED GAME DATA BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 4 DISCOVERIES TRAP DISARMED WELCOME TO LEVEL 4 ROGUE KOBOLD PUNISHED BY THE MINION KOBOLD PUNISHED BY THE MINION BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING SECRET REVEALED PICKED UP RUNE OF ? PICKED UP FEDORA PICKED UP RUNE OF ? KOBOLD PUNISHED BY ROGUE ROGUE TORE OUT A KOBOLD HEART TRAP DISARMED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 2 DISCOVERIES TRAP DISARMED ORC BEAT BY ROGUE EQUIPMENT IS NOW IN ORDER OF PURPOSE ORC BEAT BY ROGUE GOBLIN STOPPED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING GOBLIN STOPPED BY ROGUE PICKED UP DAGGER PICKED UP TIARA GOBLIN DECAPITATED BY THE MINION KOBOLD PUNISHED BY THE MINION TRAP DISARMED GOBLIN STOPPED BY THE MINION ORC BEAT BY ROGUE PIT TRAP TRIGGERED ORC BEAT BY THE MINION BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING TRAP DISARMED ORC BEAT BY ROGUE ORC BEAT BY THE MINION WELCOME TO LEVEL 5 ROGUE DESCENDED TO LEVEL 4 SAVED GAME DATA TROLL GUTTED BY ROGUE KOBOLD PUNISHED BY THE MINION GOBLIN STOPPED BY ROGUE ROGUE TORE OUT A GOBLIN HEART KOBOLD PUNISHED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 4 DISCOVERIES TRAP DISARMED EQUIPMENT IS NOW IN ORDER OF PURPOSE TROLL GUTTED BY ROGUE ORC BEAT BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 3 DISCOVERIES THE MINION SMASHED BY ORC ORC BEAT BY ROGUE ROGUE TORE OUT AN ORC HEART KOBOLD DECAPITATED BY ROGUE ROGUE TORE OUT A KOBOLD HEART A KOBOLD FACE IS CREATED PICKED UP KOBOLD FACE PICKED UP RUNE OF ? PICKED UP MACE TRAP DISARMED TRAP DISARMED PICKED UP DAGGER SECRET REVEALED GOBLIN STOPPED BY ROGUE GOBLIN STOPPED BY ROGUE PICKED UP RUNE OF ? PICKED UP RUNE OF ? TRAP DISARMED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING ORC BEAT BY ROGUE ORC BEAT BY ROGUE KOBOLD PUNISHED BY ROGUE ORC BEAT BY ROGUE PICKED UP TIARA EQUIPMENT IS NOW IN ORDER OF PURPOSE W: FEDORA ENCHANTED WITH RUNE OF HEAL W: + FEDORA ENCHANTED WITH RUNE OF HEAL W: + FEDORA ENCHANTED WITH RUNE OF LIGHT W: + FEDORA ENCHANTED WITH RUNE OF LIGHT W: + FEDORA ENCHANTED WITH RUNE OF LIGHT W: + FEDORA ENCHANTED WITH RUNE OF LIGHT ROGUE EATS ORC HEART ORC BEAT BY ROGUE PICKED UP DAGGER KOBOLD PUNISHED BY ROGUE PICKED UP DAGGER TROLL GUTTED BY ROGUE PICKED UP DAGGER TRAP DISARMED GOBLIN STOPPED BY ROGUE TRAP DISARMED TROLL GUTTED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 2 DISCOVERIES TRAP DISARMED TRAP DISARMED WELCOME TO LEVEL 6 ROGUE DESCENDED TO LEVEL 5 SAVED GAME DATA GNOLL ROBBED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 5 DISCOVERIES TRAP DISARMED GOBLIN STOPPED BY ROGUE ORC BEAT BY ROGUE ROGUE TORE OUT AN ORC HEART PICKED UP DAGGER TRAP DISARMED GNOLL ROBBED BY ROGUE PICKED UP DAGGER TRAP DISARMED ROGUE EATS ORC HEART ORC BEAT BY ROGUE KOBOLD PUNISHED BY ROGUE ORC BEAT BY ROGUE GNOLL ROBBED BY ROGUE GOBLIN STOPPED BY ROGUE GNOLL DECAPITATED BY ROGUE TRAP DISARMED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 6 DISCOVERIES TRAP DISARMED TRAP DISARMED TRAP DISARMED TRAP DISARMED TRAP DISARMED ORC BEAT BY ROGUE SECRET REVEALED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING ROGUE EATS GOBLIN HEART ROGUE EATS KOBOLD HEART ROGUE EATS KOBOLD HEART TRAP DISARMED ORC BEAT BY ROGUE PICKED UP RUNE OF ? PICKED UP RUNE OF HEAL W: + FEDORA ENCHANTED WITH RUNE OF HEAL GNOLL DECAPITATED BY ROGUE GNOLL ROBBED BY ROGUE TROLL GUTTED BY ROGUE ORC BEAT BY ROGUE ORC BEAT BY ROGUE TROLL GUTTED BY ROGUE ROGUE TORE OUT A TROLL HEART TROLL GUTTED BY ROGUE PICKED UP + TOP HAT PICKED UP RUNE OF ? PICKED UP RUNE OF ? EQUIPMENT IS NOW IN ORDER OF PURPOSE GOBLIN STOPPED BY ROGUE TROLL DECAPITATED BY ROGUE A TROLL FACE IS CREATED PICKED UP TROLL FACE TROLL GUTTED BY ROGUE PICKED UP + FIRE FLIES PICKED UP + FLIES GNOLL ROBBED BY ROGUE DESCENDED TO LEVEL 6 SAVED GAME DATA TROLL GUTTED BY ROGUE ROGUE TORE OUT A TROLL HEART PIT TRAP TRIGGERED KOBOLD PUNISHED BY ROGUE DROW BLINDED BY ROGUE GNOLL ROBBED BY ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 4 DISCOVERIES TROLL GUTTED BY ROGUE PIT TRAP TRIGGERED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 2 DISCOVERIES PICKED UP RUNE OF IDENTIFY PICKED UP RUNE OF HEAL ROGUE EATS RUNE OF IDENTIFY EQUIPMENT IS NOW IN ORDER OF PURPOSE W: MACE ENCHANTED WITH RUNE OF UNDEAD W: + MACE ENCHANTED WITH RUNE OF UNDEAD TRAP DISARMED SECRET REVEALED WELCOME TO LEVEL 7 ROGUE TELEPORT TRAP TRIGGERED TELEPORT DART HITS ROGUE TRAP DISARMED DROW BLINDED BY ROGUE ROGUE TORE OUT A DROW HEART DROW BLINDED BY ROGUE ROGUE TORE OUT A DROW HEART KOBOLD PUNISHED BY ROGUE PICKED UP DAGGER GOBLIN STOPPED BY ROGUE TRAP DISARMED TROLL GUTTED BY ROGUE PICKED UP DAGGER PICKED UP RUNE OF ? PICKED UP RUNE OF UNDEAD W: + MACE ENCHANTED WITH RUNE OF UNDEAD BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 6 DISCOVERIES TROLL DECAPITATED BY ROGUE PICKED UP TIARA A TROLL FACE IS CREATED PICKED UP TROLL FACE GNOLL ROBBED BY ROGUE THE UNDERWORLD PORTAL IS OPENED BY THIS SACRIFICE UNDEAD MINION RETURNS GNOLL ROBBED BY THE MINION EQUIPMENT IS NOW IN ORDER OF PURPOSE GNOLL ROBBED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE TRAP DISARMED TRAP DISARMED TRAP DISARMED DROW BLINDED BY THE MINION THE MINION DECAPITATED BY DROW UNDEAD MINION RETURNS DROW BLINDED BY ROGUE GOBLIN STOPPED BY ROGUE DROW BLINDED BY ROGUE TRAPS DISARMED TRAP DISARMED GNOLL ROBBED BY ROGUE GNOLL ROBBED BY THE MINION PICKED UP + TIARA PICKED UP + HALO PICKED UP + HALO EQUIPMENT IS NOW IN ORDER OF PURPOSE DROW BLINDED BY ROGUE DROW BLINDED BY THE MINION TRAP DISARMED TRAVELLED TO UNDERWORLD SAVED GAME DATA RETURNED TO LEVEL 6 SAVED GAME DATA BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 3 DISCOVERIES TRAP DISARMED TRAP DISARMED SECRET REVEALED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING DESCENDED TO LEVEL 7 SAVED GAME DATA KOBOLD PUNISHED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE CACTUAR PLANTED BY ROGUE ROGUE TORE OUT A CACTUAR HEART ORC BEAT BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE PICKED UP RUNE OF UNDEAD PICKED UP RUNE OF LIGHT PICKED UP + FIRE FLIES STUN TRAP TRIGGERED STUN DART HITS ROGUE TRAP DISARMED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 12 DISCOVERIES PICKED UP + GAUNTLET GNOLL DECAPITATED BY THE MINION TRAP DISARMED DROW BLINDED BY THE MINION TRAP DISARMED TRAP DISARMED TRAP DISARMED CACTUAR PLANTED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE ROGUE TORE OUT A CACTUAR HEART TROLL GUTTED BY THE MINION THE MINION IS HEALED BY THIS SACRIFICE PICKED UP KNIFE TRAP DISARMED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE FOUND NOTHING DROW DECAPITATED BY ROGUE CACTUAR PLANTED BY ROGUE DROW BLINDED BY THE MINION CACTUAR PLANTED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE ROGUE TORE OUT A CACTUAR HEART DROW BLINDED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE KOBOLD PUNISHED BY ROGUE ROGUE TORE OUT A KOBOLD HEART PICKED UP RUNE OF ? PICKED UP RUNE OF UNDEAD CACTUAR PLANTED BY ROGUE DROW BLINDED BY THE MINION GNOLL ROBBED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE THE MINION IS HEALED BY THIS SACRIFICE W: + MACE ENCHANTED WITH RUNE OF UNDEAD W: + MACE ENCHANTED WITH RUNE OF UNDEAD CACTUAR PLANTED BY THE MINION PICKED UP KNIFE PICKED UP + FLIES TRAPS DISARMED TRAP DISARMED GNOLL ROBBED BY THE MINION CACTUAR PLANTED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE GOBLIN STOPPED BY ROGUE TRAP DISARMED TRAP DISARMED TRAP DISARMED DROW BLINDED BY ROGUE CACTUAR PLANTED BY ROGUE GNOLL ROBBED BY ROGUE ROGUE TORE OUT A GNOLL HEART TRAP DISARMED STUN TRAP TRIGGERED STUN DART HITS ROGUE TRAP DISARMED WELCOME TO LEVEL 8 ROGUE BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 1 DISCOVERY SECRET REVEALED DESCENDED TO LEVEL 8 SAVED GAME DATA CACTUAR PLANTED BY THE MINION TROLL GUTTED BY THE MINION KOBOLD PUNISHED BY THE MINION PICKED UP RUNE OF UNDEAD PICKED UP RUNE OF ? GNOLL ROBBED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE STUN TRAP TRIGGERED STUN DART HITS ROGUE NYMPH SPANKED BY THE MINION PIT TRAP TRIGGERED TROLL GUTTED BY THE MINION STUN TRAP TRIGGERED STUN DART HITS THE MINION PICKED UP + HALO TRAP DISARMED TELEPORT TRAP TRIGGERED TRAP DISARMED TRAP DISARMED STUN TRAP TRIGGERED STUN DART HITS ROGUE TRAP DISARMED BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 9 DISCOVERIES TRAPS DISARMED TRAP DISARMED PICKED UP RUNE OF UNDEAD PICKED UP RUNE OF ? TRAP DISARMED TRAP DISARMED TRAP DISARMED TRAP DISARMED DROW BLINDED BY ROGUE DROW BLINDED BY ROGUE NYMPH SPANKED BY ROGUE PIT TRAP TRIGGERED TRAP DISARMED GOBLIN STOPPED BY ROGUE ROGUE TORE OUT A GOBLIN HEART BEGINNING SEARCH, PLEASE STAY STILL... SEARCH COMPLETE 2 DISCOVERIES GNOLL ROBBED BY ROGUE TRAP DISARMED SECRET REVEALED NYMPH SPANKED BY THE MINION DROW BLINDED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE PICKED UP GAUNTLET PICKED UP SHORT BOW EQUIPMENT IS NOW IN ORDER OF PURPOSE GNOLL ROBBED BY ROGUE DROW DECAPITATED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE KOBOLD PUNISHED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE ORC BEAT BY THE MINION THE MINION IS HEALED BY THIS SACRIFICE PICKED UP + SHORT BOW EQUIPMENT IS NOW IN ORDER OF PURPOSE GNOLL ROBBED BY ROGUE NYMPH SPANKED BY ROGUE THE MINION IS HEALED BY THIS SACRIFICE GNOLL ROBBED BY ROGUE TROLL GUTTED BY THE MINION PICKED UP KNIFE ROGUE FINISHED BY GNOLL
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st33d
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« Reply #747 on: February 25, 2012, 10:44:41 AM » |
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Small Update 319Added name of level and percentage cleared to Lore > Map. Added a level cleared console message when all traps, secrets, quests and monsters have been cleared from a level. I figure that it doesn't hurt to know that you've overturned every single stone in the dungeon and there's nothing left to find.
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st33d
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« Reply #748 on: February 25, 2012, 03:16:04 PM » |
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Small Update 320Minion missile traffic wasn't on - fixed, added brain state copying for commuting monsters (monsters assign their allies in the way with the same task as them), added move out of tile when no clipping a chase target, fixed setStats equip bug, changed level clear msg to level based in main dungeon. That should be AI all up to date for now. The fear spell I've figured out: It will create a new creature called a shade that is an evil ghost version of the victim. Shades can pass through all characters and when in contact with their target they will drain health until the target is dead. When the fear spell runs out, the shade evaporates. Why come up with some complicated AI to control player to run away from enemies when I can scare the shit out of them instead?
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st33d
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« Reply #749 on: February 26, 2012, 04:33:55 AM » |
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I'm thinking that revealed traps (maybe the reveal marker appears only after you search) should auto-disarm when you walk over them. It's only really teleport traps that could be of any use.
Should I implement this and get rid of the Disarm Trap option altogether?
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baconman
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« Reply #750 on: February 26, 2012, 06:07:10 AM » |
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No, because, foolhardy as it is to admit; there's "revealed" traps that I've accidentally stumbled into, and some "found" ones behind chaos walls that - watching my path instead of my map - I foolishly waltzed right into.
Sometimes pit traps are helpful for escaping hordes, too; or at least rallying them all on one side of you if you're surrounded. ...sometimes.
Gotta let "human error" run it's course. I'd hotkey disarms (if they aren't already), though.
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JobLeonard
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« Reply #751 on: February 26, 2012, 06:25:02 AM » |
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The whole point of traps is to punish those who don't pay attention... So what baconman said.
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Nate_G
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« Reply #752 on: February 26, 2012, 07:44:28 AM » |
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Completely agree with JobLeonard and baconman
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OverpassDevlogA hot air balloon exploration game.
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st33d
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« Reply #753 on: February 26, 2012, 12:31:08 PM » |
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what if I give you the ability to trigger a revealed trap instead of disarming it if you're holding down?
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mokesmoe
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« Reply #754 on: February 27, 2012, 03:04:25 AM » |
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It's really easy to reveal all the traps by searching though.
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mokesmoe
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« Reply #755 on: February 27, 2012, 03:59:23 AM » |
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I was messing around with the test room and the AI, and I found some cool things. First: the AI can navigate this really well: (# = ladders) And this as well: ## ### ## # # # # ### ###
But the coolest thing is if you make this: ########### # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
Generate the AI mesh, then take away the connecting bits like this: # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
But don't re-generate the path so it still goes along the top, the AI will jump from ladder to ladder like a boss. It would be awesome is there was a special case where is there were to tall enough ladders with an one space gap between them it would generate a path across the top. I understand if you can't though.
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st33d
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« Reply #756 on: February 27, 2012, 04:03:43 AM » |
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Depends if it was consistent between all character speeds.
There's still issues will flee-ing logic I'm working on and I've remembered that I wanted to solve throwing weapons and bravery as well.
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mokesmoe
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« Reply #757 on: February 27, 2012, 03:37:06 PM » |
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The height needed to jump ladders isn't consistent, and golems and trolls can't do it. (or need a really high ladder)
However, I noticed no bad side affects of making AI nodes off the side of the top of a ladder. In fact, I went into a dungeon and made some fake AI nodes off the edge of every ledge in a room. The AI's patrol route avoided the fake node automatically, so the enemies didn't walk off the edge by accident. Also, the AI got better at chasing me as it ran off the edge at me, also give it a better chance to stun me too.
So maybe not the ladder thing, but I would advise putting a one-way node path horizontally off of ledges into the air, and then a downwards path from there.
And if the AI tries to "jump" somewhere is can't, it automatically finds a new route when it falls.
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st33d
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« Reply #758 on: February 28, 2012, 02:10:43 AM » |
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I've put your ninja-nodes idea on my todo list, but my main concern is if it's possible to game the AI of slower monsters. Leaping on to an adjacent ladder is no use if you end up below the enemy.
Enemies are programmed to run away if their target is directly above them (unlike the minion). So them doing ninja stunts is no good if it just tricks them into suicide. AI exploits that aren't difficult to pull off are unacceptable.
I'll need to brute force check this stuff for logic flaws before okaying it.
I'm currently testing out new flee logic and throwing weapon logic.
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mokesmoe
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« Reply #759 on: February 28, 2012, 03:37:35 AM » |
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Is it wrong that I do almost all my enemy testing by spawning clones of myself? (I use other races sometimes for their speeds.)
Slower monsters will be far enough down the ladder that it wouldn't be any easier than when they try to climb a ladder and change their minds once you are over it. You should also let the AI drop off of a ladder if you are directly above them, because you can use that to game the AI of slower monsters as it is. Just stand next to the top of a ladder, wait for the slow monster to be almost at the top, then move over and drop on him. The ninja trick would just cause this same scenario, but with the monster lower and therefore safer.
And no matter how hard I try, I can't get a goblin to jump into my feet either. I just did it by jumping off the ladder with careful timing while starting right above where the goblin starts to meet the ladder. (Just moving down didn't work.) When I tried it a second time I was slightly too early and he stunned me instead. Sounds difficult enough to me. (And fun! It's like a duel.)
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