SSD: State, Decisions, Transitions
Project Lonestar » Devlog
AI is coming along decently but is a bit more complicated than I anticipated.
A ship has a lot of decisions to make during its states and the controller needs to remember what it was doing before it got into combat so that it can return to whatever it was doing before.
Ships can be spawned with specific states and instructions but more complex data structures will be needed in the future if I wanted to do something like spawn an on-going fight with two or more sides already fighting.
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Project Lonestar
A third-person space adventure with emphasis on exploration and loot
Status | In development |
Author | tsny |
Genre | Role Playing, Adventure |
Tags | 3D, Exploration, freelancer, Loot, Remake, Space, Space Sim, Third Person, Unity |
Languages | English |
More posts
- Screen Shot Sunday - AtmosphereSep 15, 2019
- September UpdateSep 09, 2019
- Lonestar - Damage EffectsMar 05, 2019
- Lonestar - Rolling TextFeb 27, 2019
- Unity - Camera FadeFeb 19, 2019
- Weekly Update ChangesFeb 14, 2019
- Working As IntendedJan 24, 2019
- Rarity and Loot DropsJan 21, 2019
- Weekly Update 3 - AI, Fighting, ExplorationJan 20, 2019
- SSD: Pawns and ControllersJan 14, 2019
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