OniFly: Difference between revisions
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==Bugs== | ==Bugs== | ||
===AI=== | ===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== | ==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.