OniFly: Difference between revisions

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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==

Revision as of 12:23, 1 February 2006

Planned features

  • You press a key to start/stop flying. Same as Bid For Power.
  • You can fly up with Jump. Also, if you aim your mouse up and run, you'll run "uphill" through the air. Same with down.
  • When you're knocked over, you fall for a few seconds, then you can start flying again.
  • You can move faster than normal.
  • Enemies can move faster than you can.

And, in best-case scenario, it would lead to this stuff:

  • Enemies can fly too, so they'll all chase you through the air.
  • You'll have to dodge Superballs being fired from above and below.
  • Mid-air pistol duels will be fairly normal.
  • Throws will be essential for getting someone to fall a few storeys below you.

Implemented features

TODO

Bugs

AI

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.
  • 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.

Useful findings

Findings that may be of use to other projects:

  • Using custom code, it's very easy to detect & set a character's current animation and frame.