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| ==Bugs== | | ==Bugs== |
| ===AI=== | | ===AI=== |
| For this exercise, consider any AI character (The character is called Suzie in this document, to avoid having to say "the AI character" over and over.)
| | The AI don't chase the player as often as they should. |
| | | * If they have a loaded weapon, they seem to stand still and fire it until it's empty -- so no flying. |
| Suzie basically has 2 modes of movement. The first uses the game's [[pathfinding]] system, which pretty much limits Suzie to ground movement. If Suzie cannot find a path to her current goal, she will simply stand still.
| | * Sometimes, they stand at the edge of a cliff and just glare at Konoko instead of chasing her (because the [[pathfinding]] AI is in control, not the [[combat AI]]. |
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| The second system, the combat AI system, ignores the pathfinding data. Suzie will then chase their goal, ignoring any holes that may exist between her and the goal. If there's a hole in her way, she'll accidentally fall in.
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| In OniFly, Suzie will walk normally until she's aware of Konoko, then fly when she's trying to attack Konoko. However, the AI characters don't enter combat mode as often as they should; as a result, the characters sometimes stand still and glare at Konoko instead of chasing her.
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| Potential fix: Once Suzie has spotted the player (and performed the "woah, there's someone over there!" animation), we should make sure she stays in combat mode forever.
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| ==Useful findings== | | ==Useful findings== |