Coffee Diary 20/3/23

Zetheros

Developer
Hey Exanimates,

We've done lots of work on AI this week, properly modelling the various responses to and interactions with force powers, but also some more general purpose new combat related behaviour. The AI are a lot better at understanding when they can't reach a target, and then they will wait, try to stay out of harm's way or look for alternate routes. They're also now able to prioritise targets based on more tactical concerns than "emotional" ones. These things play a part in dealing with force powers, but also solve other problems including ones caused by the new pathfinding which allows players to do things the AI didn't know how to deal with. This makes the AI more effective, but it also feels smarter and more life-like which we appreciate for how it contributes to immersion.

Everything seems to be working well enough and now we're trying to get more force powers completed. There's a lot of them, but some aren't relevant until we add some other features and some will just come later. We want a good few ready to make up a cohesive portion of the tree and representing the core mechanics for some insider testing soon. There have also been a few important back-end changes now between AI, pathing related ones and the terrain system, and we've got some general fixes and improvements to add so we're planning to update the test branch again too.

Have a great week!
-the BM team
 
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