I started thinking about inventory management for LD. Even before thinking of it as an RTS I thought a RPG slot-based system would be best. I don’t know for sure yet. I would be happy to read different views on the subject. Here is a nice discussion about different kinds of inventories.
Posts categorized “Development log”
Joystick controller support
Woo! I added joystick support for Link-Dead and it works with my XBox controller! That was easy and it feels really good. You probably know what’s coming next?
Today is one of those days when nothing works. Although I managed to do this
in weapon scripts.
This is a config file for a Link-Dead weapon – Any suggestions are welcome.
Bot deathmatch (work-in-progress) video
This bot is relatively easy. His main weakness is his aim which I dumbed down a lot. You’ll see he needs a couple shots to get an accurate shot. I think this simulates pretty good a noob player (which is a quite difficult task in AI).
What the bot has:
– pathfinding to enemy
– human aim simulation (slow and innacurate, becomes more accurate after initial shots)
– decides when it is good to duck for cover after shot or reload
What it lacks still:
– decision whether to engage target or retreat
– taking advantage of enemies weaknesses (enemies worse position, health, shooting obstructed when climbing)
-sometimes he miscalculates if he is visible to the enemy
Big remark:
The bot is not an enemy in a 2d platformer. The bot in Link-Dead is actually a simulation of the player in front of the computer. So he sees what a player sees and does things a player would do.