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AE:BIP: Difference between revisions

548 bytes added ,  2 February 2006
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==Project Points==
==Project Points==
*Improved AI (Using Alternate AI Mele logic/improving mele logic)
===Global improvements (level 0)===
*Easier to Script (AI names/functions)
*Unlocked combat moves for Konoko and female civilians
*Wider Range of Character Classes (More random skins, harder enemy types, more enemy types where available)
*Two new weapons : WMC Lite (a WMC you can run with and that everybody can collect and reload) and F3 - Framerate Friendly Fireworks
*AI endowed Konoko for all levels (Players will now use "ai_0" as their player character)
*Cool-looking particles for special moves of basic character classes : Konoko, Comguys, Strikers.
*Trigger Events (hurt, death, dying, reload, ect)
*run=dash, so AI automatically dash instead of running (for everyone but Elites, Ninjas, Tankers and Thugs)
*Better Ai Names (yes, no more annoying names. Will all be sorted likewise : AI_000_Konoko, AI_001_Thug, ect)
The last point (dashing AI) has a few issues in its current state, so I propose we switch to Alloc's Trainer for a change.
*More Coming (Yes, more!)
===Level-specific improvements===
*Systematic names for AI and related events (hurt, death, dying, reload, etc), for more powerful scripting
*Improved AI (using complex AI melee patterns rather than basic ones)
*Wider range of spawnable characters (more random skins, harder enemy types, more enemy types where available)
*New enemy type (Comguy with Ninja skills) in levels 1, 12 and 19
*AI-endowed Konoko for all levels (Players will now use "ai_0" as their player character)
*More


== Downloading ==
== Downloading ==