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Mind Block And Some Fun Messing Around With AIs

Mind Block And Some Fun Messing Around With AIs

I mean AI-s. Artificial Intelligent. But for game though.

Here it is. smile

But from this mess, I got some decent idea for my new game. Though I still have yet to think about the name. I want it to sound something so simple yet bring big impact. wink

Such as FireFall. It’s a good game from what I heard. I’ve seen the trailers but I’m not yet downloading the big 7-9GB because my internet have quota. sad

Bomber Airplane?

Bomber Airplane?

Also, I’m slowly trying to follow industry standard by actually trying blush to finish a GDD (game design document). Again… TRY-ing. Since I really plan to get funding for this creative idea of mind.

Any of you guys know a good GDD template that I should look into?

Character AI Patrol [Game Dev VLog #4]

Video:

I manage to make them patrol a waypoint route. But I’m not very satisfied with the results. It is because when using Mecanim system, the character is TOO DYNAMIC that sometimes they get really wild and wander off. However this is done without any custom script at all. Perhaps when we’re using custom script to control the behaviour, they will at-least behave and obey the rules that we setup for them. I really feel like I’m working with something that can think for themselves and the unpleasant part is that they are naughty. lol

The video shows only short experimentation I’ve done. I have at least 6 different scenes with different parameters and settings, and Mecanim is really hard to work with.

I guess I’ll leave all the “bugs” for awhile and continue the production. Here a priority list is important. You may not want to stuck in small bugs and delay the whole production process, especially when you are a “one man show”.

I’ll moving out from this prototyping scenes and will try to start a so called “alpha version”. I want to make the game finished soon enough. Regardless of how does it looks like. I can’t model, so I’ll use pre-made models.

Generating NavMesh Using RAIN AI

Generating NavMesh using RAIN AI In Unity

Generating NavMesh using RAIN AI In Unity

Not sure if this even a good practice or possible.

I’m trying to generate NavMesh (RAIN version not Unity feature) on a terrain as big as 2000×2000 resolutions.

Update: I leave my computer on for over night and the NavMesh have not finish generated yet. So I guess that’s almost impossible and practical that I force quit Unity.