Friday, April 29, 2022

AI Nearly Complete! - The First 4 Soundtracks Are Done!

Developing the AI was a unique experience; not a bliss for sure but a relief knowing how I finally know how to work it out. I finally understand how its workflow needs to be constructed to respect pauses and timings to execute each AI behavior. I reckon that only about 10% remain to consider the AI fully implemented.

I've also been working on some soundtracks. Alas, I feel comfortable with FL Studio, meaning that composing scores will take less time now; no more googling to know how to do basic stuff.

Here are the first 4 scores for Archrebel. These are played when Archrebel's jukebox is active, therefore, they are not tied to any particular game event.

Stay safe!

Tuesday, April 19, 2022

AI Combat Demo

Two months have nearly elapsed since I started working on the AI; this was in fact my initial prediction to implement the whole AI. Most of the hard algorithms have been implemented and only some specific AI features are missing, like healing, reloading, and consuming boosters. I think I'm on the right track and the AI should be finish in 7 days or so.

The video below shows the Alien creatures being CPU controlled against our protagonist Blue Team; I will find a more appropriate team name once I start working on the game's story.


The algorithm uses profiles. These dictate the general in-game behavior. So far, I've implemented, Retreat, Defensive, Offensive, and Berserk, but I will add another one named Protect, which will tell a unit to protect someone or something by placing themselves in front of their target in other to block incoming fire.

Stay safe!

Tuesday, April 12, 2022

Let There Be Acid

Just showing off the acid-spitting ability of an adult female Gargantule - an indigenous species to the planet where the campaign will unfold. With this functionality to recreate these effects, I can now make each weapon unique when shooting.

Soon, I will upload a video showing the AI algorithm in action. Cheers!