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Status update 2018-04-07

Status updates from MythoLogic Interactive about the game progress.
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Gurt
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Status update 2018-04-07

Post by Gurt » Sat Apr 07, 2018 1:20 pm

As before we're still working on the bots, path finding and campaigns.

If you haven't heard the music demo by Splinter yet you should check out this post!

The past week we have been creating a path grid to one of our official versus maps. Storage got the privilege of being the first map as it has a simple layout. The path grid will enable bots to navigate and fight on the map.

The results are interesting but we also have more work to do before the bots can navigate as we want in our official maps. We have also added tools to easier test, debug and visually see the path grid while bots navigate a map which will be available while testing a map from the editor. You can also spawn in debug bots which will follow you around (without attacking) or make them navigate between checkpoints you can setup while testing. This will speed up the creation process when testing path grids and see where tweaking is needed.

This is more or less the continuation when it comes to working with the navigation for bots since the Zombie Nightmare map. My focus will now be to create path grids for some of our official maps for some period of time to be able to work on the bots in different environments.
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Post by Bash Kraken » Sat Apr 07, 2018 9:14 pm

Glad to hear that testing path grids will be made pretty easy. Will bots always take the shortest path, or will there be an option to vary their approach if wanted?
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Post by JakSparro98 » Sat Apr 07, 2018 10:57 pm

Bash Kraken wrote:
Sat Apr 07, 2018 9:14 pm
Glad to hear that testing path grids will be made pretty easy. Will bots always take the shortest path, or will there be an option to vary their approach if wanted?
I can read from Gurt's message that there are some kind of object that he calls checkpoint, probably a way to force the AI to mandatorily take some nodes in their path and not only the shortest.
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