Weekly Update 3 - AI, Fighting, Exploration


This week really flew by! I'm quite proud of the AI advances but they will definitely continue to improve because they're really not something you can fight against. This is for a couple reasons but eventually they should feel like more of a challenge.

Another thing I worked on this week was the performance. A lot of the asteroid fields were super taxing because they had rigidbodies for some reason so they could be given a random amount of rotation when they spawn.

Here's a video recap:

Changelog

### Gameplay

* Some basic AI is in!
    * Ships use a slightly modified version of Unity's PluggableAI which uses Scriptable Objects
    * My modificaton is an addition of a queue that the agent adds to whenever it moves to a new state so that it can fall
    back on it's last state if it reaches a null decision (still allows for the 'remain' state feature)
    * To make the game feel a little more lively, there are a couple random ships just wandering throughout the system, this will probably
    feel really nice when they can communicate/attack/drop loot.

* Testing some basic UI notifications! (Imagine the (Harvested x10 Wood) notification from Rust)
* Target Indicator are quicker and state driven rather than created manually
* Weapon panel has buttons for nanobots/shieldbots (not programmed yet)
* Asteroid fields now apply slight random spinning to created asteroids

* UI
    * Sidestep and Blink cooldown indicators are in the bottom left corner
    * New logos!

### Misc

* You'll now find a few random bases and planets throughout the map
* Tradelane placeholder models are in and they look... amazing...

* New console command: "last"
    * Use this to repossess your last ship if you released it and want to get back to it without restarting the scene

### Performance
* Projectiles are slightly more performant and should hit their target more often

Files

project-lonestar-win.zip 238 MB
Version 0.0.159 Jan 20, 2019
lonestar.app.zip 108 MB
Jan 20, 2019

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