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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 #10
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Description

I'm now taking a crack at the bot AI for Orbital Assault.
I have totally scrapped the previous code and started from scratch. The new bots are using a technique called Hierarchical Task Networks, which are a form of planning used by many AAA games such as Killzone, Transformers, and more.

The plan is to have bots be mostly autonomous, but to also allow those bots to take orders from a higher-level Commander AI (commands like Explore, Defend, Pursue, Escort, etc)

At the moment, I've got basic wander behavior for the bots, and code to scan for and target enemies.
Bots now take all other players into account when firing at opponents, searching for a position with line of sight to the target so that they do not accidentally fire upon allies. I demonstrate this in the video by being a dick to my ally and blocking his shot. He often moves out of the way in order to have a clear shot to his target rather than attempting to shoot through me. (bots do not yet actually fire their weapon, but the basic behavior is in place for it)

Bots also now maintain a minimum distance from their target. I demonstrate this by getting up in my opponent's business, like a weirdo. He consistently attempts to back away from me to a distance of at least 5 meters.