Spellcaster Studios

Make it happen…

Tag Archives: ai

Refactoring the AI

Today I started this big task… This is the result so far: Probably something simple to solve, though… Anyway, I’m replacing the current FSM-based approach to a more organic one, based in an action layer (in the C++ code) and a decision layer (on a Lua script). This way it’s probably easier to handle the […]

AI issues fixed!

Finally managed to fix the AI issues with the “large scale battle”. There was a lot of small mistakes, but one was the real culprit – The Line-Of-Sight (LOS) functions: the “lost LOS to target” and “regained LOS on target” functions weren’t exactly “symmetric”, which meant that I would lose the agro correctly, and would […]

AI issues

Still working on the AI issues I’ve found yesterday, although I’m getting closer to the problem… I’ve built some rudimentary debug tools to track this issue, and I found the culprit… Basically, the AI twitches because it acquires and loses LOS on the current agro target. The idea of the AI is to track the […]

More AI trouble

For the cutscene I’m currently building, I need an epic battle feel between a lot of cultists and corporate hit men… The basic code for it works fine (they have a faction and all the aggression code is based on that). To make the fight never-ending, as soon as one dies, another spawns. The problem […]

Pirate Lairs

Today I revisited the pirate lairs, adding a lot of new stuff, like rock walls, props, loot at the end and fixing a lot of small bugs. In the screenshot above, I removed the roof to be able to look inside. I’m having a performance issue somewhere on the lairs… Not sure if it is […]

Small stuff…

Today I wasn’t feeling like tackling something big, so I decided to work on small stuff… After fixing some minor bugs, I looked at my task list and I saw something that shouldn’t be hard, but I was curious about: target prediction. Up until now, the enemies would shot at the players current position, so […]

Better late than never!

Well, although there hasn’t been many updates on the blog lately, I’ve been working like a maniac both for DayJob and for my games! On “Chrome Hunter”, I’ve added one million different things, for example: The player can now jump and fall Jungle planet was refactored to look better, with lakes and rivers Added a […]

Loads of new stuff!

The reason why we’ve been so quiet is that we’ve been working (finally) on the game systems themselves and the gameplay is starting to take shape! First, I finished the “highlight” effect, that kicks in when the mouse cursor is on top of something that can be interacted with: First I tried making a simple […]

Finding a path…

Grey is a game that has a lot of Artificial Intelligence (AI), since the player is mostly on the role of a “general”-type of figure, commanding his minions. One of the most important tasks in AI in this game will be the path-finding. Path-finding is the game subsystem responsible for finding out what’s the path […]