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OniFly: Difference between revisions

727 bytes removed ,  1 February 2006
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(started writing everything about OniFly)
 
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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]].
 
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.
 
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.
 
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.


==Useful findings==
==Useful findings==
Anonymous user