P0-B6: Part 1319: Debugging, Improvements
The basic detection algorithm works ok, but it needs to be tweaked so that it works optimally. I have also fixed some issues with projectiles not working properly at high speeds. The next goal is to get AI movement working at high speeds. This mostly works, but only in simple cases. I have not properly […]
P0-B6: Part 1318: Debugging, Improvements
I have added the ability for the AI to be persistent on the server. This means that even when all players leave a zone or log out, the AI ships remain on the server and their position changes gradually. When another player enters a zone, these AI are downloaded to that player, with their correct […]
P0-B6: Part 1317: Debugging, Improvements
I am working on improving the AI so that it can detect and respond to the player over extreme distances. This is going well, but it is very complex, due to the huge distances and speeds involved. The core concept works, but it will take a long time to tweak and test this so that […]
P0-B6: Part 1316: Debugging, Improvements
The waypoint and movement system now works. The player can now place waypoints and move to them within the 2D gui. The next goal is to improve the AI’s detection abilities, and then further test and improve these changes.
P0-B6: Part 1315: Debugging, Improvements
The AI is now capable of travelling to the players last known position after detecting them, and then entering into a search pattern once there. I am now in the process of adding “waypoints” and new commands that will allow the player to navigate entirely from the 2D map screen. The idea is that they […]
P0-B6: Part 1314: Debugging, Improvements
I have made more improvements to the new strategic guis. It is now possible to view a “breadcrumb trail” that allows players to track enemy ships more easily, and I have improved the text display and readout, in addition to fixing some bugs. I have also started the process of improving the enemy AI. Currently, […]
P0-B6: Part 1313: Debugging, Improvements
It may be necessary to spawn AI entities, and possibly stellar objects like stars, planets, etc, witha reduced-height z axis. So, the X and Y axis would be the entire length of the solar system, but the Z height (Or, Y-height in unity) would be much shorter. This would mean that the game is still […]
P0-B6: Part 1312: Debugging, Improvements
I have made further improvements to the guis, and I have started working with the next major improvement, which is to the AI navigation and logic. I discovered a bug here that occurs when AI ships spawn far from the player, their position does not update correctly because they are so far from the origin. […]
