OniFly: Difference between revisions
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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== |