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OniFly: Difference between revisions

663 bytes added ,  1 February 2006
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==Bugs==
==Bugs==
===AI===
===AI===
====AI don't fly enough====
The AI don't chase the player as often as they should.
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.
* If they have a loaded weapon, they seem to stand still and fire it until it's empty -- so no flying.
* 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]].
* 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]].
Potential fix: Once an AI unit goes "ah!" and realizes an enemy is in front of them, we could probably make sure they stay in combat mode forever after that.
====AI needs to stop jumping====
When someone jumps, they are frozen in mid-air until they try to punch.
Potential fix: Detect their jump animation, and make them do another action (eg stand still).
===Jittering===
Anyone who's flying will pop up and down constantly. It looks really bad.
Potential fix: If we can insert some code into Oni's run loop instead of running an external program, I think we could adjust the player's position before it's drawn to the screen.


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