Zetheros
Developer
Hey Exanimates,
It's been a busy week with testing, fixing and improving things and we got through almost everything on our radar and a few things we discovered along the way. We've got a couple more small additions to make and we want to do a quick write up explaining the changes, what they should allow and how you can help us test and improve things further. If everything goes well we should manage to get a test build ready within a week.
As we mentioned before, pathfinding is quite an open ended problem and not just a matter of finding the most direct path. At the core of the new pathfinding is a much more detailed and accurate 3D model which supports a lot of things, but another important aspect of it that we've been focusing on now is the AI logic for how to use this data. There's really a lot of potential tricky cases the AI can face and different ways to tackle them. We've only been testing a subset of difficult cases we're aware of and tuning things accordingly, but so far we've been impressed with the AI's ability to choose intelligent paths and tackle difficult terrain, especially considering that everything is generated automatically on the fly and there's no human designed element to it. This already contributes to making the AI feel a lot smarter which is important to us, but there's many related things that can probably be improved further so we're looking forward to hearing your thoughts and feedback.
There's going to be a fair amount of back end changes in this test build, but be aware that it won't include brand new content as we want that to come together and in a generally polished package so you can experience it properly.
Have a great week!
-the BM team
It's been a busy week with testing, fixing and improving things and we got through almost everything on our radar and a few things we discovered along the way. We've got a couple more small additions to make and we want to do a quick write up explaining the changes, what they should allow and how you can help us test and improve things further. If everything goes well we should manage to get a test build ready within a week.
As we mentioned before, pathfinding is quite an open ended problem and not just a matter of finding the most direct path. At the core of the new pathfinding is a much more detailed and accurate 3D model which supports a lot of things, but another important aspect of it that we've been focusing on now is the AI logic for how to use this data. There's really a lot of potential tricky cases the AI can face and different ways to tackle them. We've only been testing a subset of difficult cases we're aware of and tuning things accordingly, but so far we've been impressed with the AI's ability to choose intelligent paths and tackle difficult terrain, especially considering that everything is generated automatically on the fly and there's no human designed element to it. This already contributes to making the AI feel a lot smarter which is important to us, but there's many related things that can probably be improved further so we're looking forward to hearing your thoughts and feedback.
There's going to be a fair amount of back end changes in this test build, but be aware that it won't include brand new content as we want that to come together and in a generally polished package so you can experience it properly.
Have a great week!
-the BM team