[project1dev] Re: Project1 - SVN Update 397

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 24 Jul 2009 11:04:16 -0700

Sweet deal. I see what you mean. I'll try to convert the kitty over. I will
be out for most of the weekend. I'm going to magic mountain and hopefully
comic-con on Sunday

On Fri, Jul 24, 2009 at 11:01 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> In fact, depending on how things go, we might make the state logic stuff be
> built into mobs so you can easily define states and requirements for them
> being able to enter different states and the game engine handles all that
> stuff under the hood, and just calls the mob functions defined.
>
> not sure yet though since we are still just playin around with that stuff
> obviously hehe :P
> On Fri, Jul 24, 2009 at 10:59 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> hey kent
>>
>> you can do it however you want but you should seriously consider doing
>> state based logic.
>>
>> ie have a "CurrentState" variable to keep track of the current state, and
>> in your tick do seperate logic based on what CurrentState is.
>>
>> the logic might work like this (for example)
>>
>> ==Wander (starting behavior)==
>>
>> Walk in a direction for 0.5 to 2 seconds.
>> If near the player during any of this time, have a 25% chance to enter
>> MeowLook state
>> if near another cat during any of this time, have a 25% chance to enter
>> the Playing state
>> if you reach the end of the wander timer, there is a 33% chance to enter
>> the Cleaning state, else start the Wander state again
>>
>> ==MeowLook==
>>
>> Orient the cat towards the player, play the animation of the cat sitting
>> down and meowing.  play mew sound effect at correct position in animation
>>
>> After animation is finished, enter the wander state
>>
>> ==Playing==
>>
>> for 1-3 seconds, face the other cat and hop around.  When finished, enter
>> the wander state.
>>
>> ==Cleaning==
>>
>> Play the animation of the cat getting ready to start cleaning itself.  For
>> 5-10 seconds, play the cat cleaning itself animation.
>>
>> When done, enter the wander state
>>
>> ===================================
>>
>> see how that works?
>>
>> it's a pretty simple state machine but thats how basically i envision our
>> NPCs and other AI working.
>>
>> With AI they might have their own variables (such as how afraid, how
>> confident, how drunk etc they are) and those will influence what states they
>> can or can't enter or how often they enter them, but the above shows the
>> basic idea.
>>
>> On Fri, Jul 24, 2009 at 10:44 AM, Apache User <
>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>
>>> User:korgath
>>>
>>> Message: updated kitties. they now run away slower. they now walk around
>>> a little slower too. the kitties now only face the player when hes close.
>>> otherwise they sort of look wherever.
>>>
>>> I plan on updating them to face the direction they are walking and maybe
>>> having them pause so they dont wander all the time
>>>
>>> Alan - I increased the play range to show you what I'm talking about
>>> sometimes the kitties dont bounce with each other.
>>>
>>> <Files Changed>
>>> U   Scripts/Enemies/kitty.lua
>>> U   Scripts/Personal/Kent/kenttest.lua
>>>
>>>
>>>
>>
>

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