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Multiplayer futuristic F2P first person shooter with a unique blend of modern and classic shooter elements.

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Report RSS Orbital Assault Video Update #11
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Description

Still working on AI. We're using Hierarchical Task Networks for the AI in Orbital Assault. The HTN graph for the AI has a number of "goals" laid out according to priority, in order from highest priority to lowest priority. The highest priority nodes of the AI involve keeping the bot alive (taking cover, avoiding grenades, maintaining distance, etc), followed by engaging potential targets (selecting targets, navigating to points with line of sight, throwing grenades, firing weapon ,etc) , and finally the lowest priority goals are carrying out orders the bot has been assigned. At the moment, the bot only takes EXPLORE and ESCORT commands (EXPLORE meaning to randomly wander the map, and ESCORT meaning to follow a particular ally)

The AI overall is divided into three layers. There's the Commander, which divides bots into squads and gives each squad orders. Then the squads will translate those orders into orders to give to each individual squad member. Finally, the bots will satisfy those orders as long as they are not already preoccupied with staying alive or engaging opponents.

Also, for kicks and grins, I added new primary weapons, a burst-fire Combat Rifle and a quick-firing SMG.