Here is a video of our new fish. It is the first example of our new monsters for our game. It uses the new animation system which supports animations states and motion blending. This means that when the fish accelerates the animations are blended smoothly:
And it also uses our new steering system. It consists of a set of modules which can be configured and combined depending on what kind of monster needs to be simulated. This way every monster will have it's own personal algorithms.
The editor you see at the beginning of the animation is our new in game editor. In later versions we will make it available to the modders.
So what is next? You see that the fish has currently only one type of behavior. We plan to change this by implementing a goal driven AI.
great way to create more creatures :D!
I hope I can also use the editor to create the AI. I am currently experimenting with Goal Driven AI. Ok for the fish it is not so important but for NPCs it would be great.
great, if you do it, you would make it easier to do it, like animation creators where you move a piece ofthe creature skeletor(like in a 3d animation program) and a coding panel to for example, create more senses cones (like in many eyes) or make it able of expand it in certain animation (like close to the floor hearing or smelling from it)
That sounds cool. But how would you use multiple sense cones from a gameplay perspective? As I also do the AI programming I am glad that my monsters only have one eye.
I am only using multiple sense system (not cones) when it comes to different types of senses at the moment. So I am using one sense receiver for audio input and another for video input.