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Showing posts from December, 2020

troy: sk8er boi

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 So now that we've got everything moving and all of the parts in, we need to test it and tweak what isn't working, so for example with the barrier in place the chariots would go past the archers [good] smack into the other side of the map [bad] and then came back towards the archers [good]. It turned out they where massively over-shooting because the chariots where going at about 200 mph, meaning that now amount of braking force could slow them down enough, so I played with the speed, turning it down a little and then running AI over and over again until the chariots did what I wanted them to. There isn't a whole lot to show visually here since it was just a lot of tweaking code and numbers, so idk just enjoy this picture of an old fiesta with teeth. 

troy: idk, seven?

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So now I've got some chariots running around and more importantly some archers getting ran over I'm going to be looking into creating the barricade, that's designed to save the archers from meeting their grizzly fate. Getting the model is pretty straight forward [well except there arent many free models of anti-horse fences so instead to got a regular fence, duplicated it set each one at 45 degrees apart from each other]  However unity ai doesn't move for pretty looking barricades, in fact left as is the chariots would simply clip through the barricade. In fact what the ai sees is this blue map.  Any non-blue areas are places where the ai cannot go, either because the there's something in the way, there's a gap too small for the ai to fit through or a slope too steep. So how do we access the blue void, and how do we slap an un-accessible area in it?  By setting the object as 'static' unity recognises the ai cant pass through it and updates the blue map ...