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Hello everyone!

Time for a new and short report. This time is one of those for good news, since the rework of the enemies is finally done (again, until it breaks again xD, nah, just kidding, just kidding). This means that the only thing left is to finish the new level.

In the end, I changed back to behavior trees, because the FSM wasn’t acting as I expected, and for BTs I had a clearer idea of how to repurpose them. So, in a matter of days I rebuilt the AI in FSM to then rebuilding it again on BTs… that’s been pretty fast for something so heavy, to say the least.

Now it’s a lot cleaner and simpler. The first iteration on BTs (the one in the previous release) even if was cleaner than the old code, which was all executing at once in a Tick Function one check and the other, it was still very clustered and, in some occasions, ‘ordered’ in a bad layout. I’ve been trying to break these new BTs in the past few days and I didn’t manage to.

Obviously, I can’t think of all the possibilities everyone of you will try and some surely will cause a bad behavior for some enemy, but as of know I’d say it’s a lot more robust than before and the enemies didn’t try to grab Julia in any other direction than the one she’s in xD (well, to be fair, this has changed a little, but that’s something for another post, maybe in the one with the changelog).

And that’s going to be it for this report. I hope you all had a happy Halloween or a Halloween at least, unlike me ¬.¬

See ya in the next report!

Much love <3 everyone!

-Meguido

Comments

Trooper38

nope no halloween for me either. didnt even get to play a spooky game. i feel your pain.