[project1dev] Re: Project1 - SVN Update 139

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 13:16:01 -0700

The enemy positions will be tweaked some. In the end, I expect less enemies
and less erratic patterns

On Tue, May 19, 2009 at 1:14 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> I realized the answer to my question right after asking it too
> (obviously yes cuz the boss is faster) but I wanted to know just for
> future enemies.
>
> The way you have it now seems good, esp because nothing -has- to be
> encountered but some of them are almost impossible to dodge (like the
> group of two about halfway thru the cave)
>
> On Tue, May 19, 2009 at 1:12 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> > Yes, the speed is adjustable. Currently they all share the same chase
> speed,
> > same amount of chase time, and aggro range. They are all adjustable.
> > Feedback is welcome and I am more than happy to change any or all of
> those
> > variables
> >
> > On Tue, May 19, 2009 at 1:08 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> wrote:
> >>
> >> Yeah, it's actually really fun trying to evade them now.  With your
> >> thing about the corner, you can't specifically run to a corner to duke
> >> them out cuz they'll catch you, but if you run along a wall, and then
> >> swerve around them, that will work.  If you want that not to be
> >> possible certain enemies could probably just have a extra radius of
> >> what they touch you with
> >>
> >> Kent, are you able to set the speed at which they chase?
> >>
> >> On Tue, May 19, 2009 at 1:06 PM, eric drewes <figarus@xxxxxxxxx> wrote:
> >> > can't wait to try it :) sounds like its working great
> >> >
> >> > On Tue, May 19, 2009 at 4:05 PM, Kent Petersen <kentkmp@xxxxxxxxx>
> >> > wrote:
> >> >>
> >> >> Thanks Chris
> >> >>
> >> >> On Tue, May 19, 2009 at 1:04 PM, Kent Petersen <kentkmp@xxxxxxxxx>
> >> >> wrote:
> >> >>>
> >> >>> If you see it in action, I think what you want is currently covered.
> >> >>> If
> >> >>> not let me know and I'll see what I can do
> >> >>>
> >> >>> On Tue, May 19, 2009 at 1:03 PM, eric drewes <figarus@xxxxxxxxx>
> >> >>> wrote:
> >> >>>>
> >> >>>> hey kent, sounds great!  hey i dunno how do-able this is but i was
> >> >>>> also
> >> >>>> thinking that if you get chased into a deadend, maybe they would
> >> >>>> block the
> >> >>>> path so you'd be forced to engage them to get out.  just an idea :)
> >> >>>>
> >> >>>> On Tue, May 19, 2009 at 3:58 PM, Apache User
> >> >>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
> >> >>>>>
> >> >>>>> User:korgath
> >> >>>>>
> >> >>>>> Message: I think you guys will like this one a lot =D
> >> >>>>>
> >> >>>>> If the player is close the miners will now chase for 100 units of
> >> >>>>> time
> >> >>>>> then return to their original pathing.
> >> >>>>>
> >> >>>>> Minor bug: If there is a major turn between the starting point and
> >> >>>>> where the unit ends before they stop chasing they may not find
> their
> >> >>>>> way
> >> >>>>> home.
> >> >>>>>
> >> >>>>> todo: per eric, make less miners and make miners have realistic
> >> >>>>> pathing
> >> >>>>>
> >> >>>>> <Files Changed>
> >> >>>>> D   Personal/Kent/miner.lua
> >> >>>>> A   Scripts/Behaviors/chase.lua
> >> >>>>> U   Scripts/Enemies/miner.lua
> >> >>>>> U   Scripts/Maps/cavemap.lua
> >> >>>>>
> >> >>>>>
> >> >>>>
> >> >>>
> >> >>
> >> >
> >> >
> >>
> >
> >
>
>

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