I know that it’s been all of one day since I last posted, but I’ve done a bit of work since my last dev blog, and I decided that I may as well give you a proper update as to what’s going on. While I’ve still yet to properly go over the various questionnaires that were filled out at the Perth Games Festival, I was able to identify several things that I could work on between now and the end of the semester. So, without stalling any longer, let’s talk about the most recent changes!
Since my last update, I’ve been working on both the game and the project proposal in order to get them into a state fit for showing off. While there’s still a fair bit of work left to do it’s steadily getting there and I’m rapidly approaching the point where I no longer need to add AI Behaviours.In any case, since my last update I have:
Since my last update, I’ve been a little busy with other things in life but I’ve found the time to fix an assortment of bugs and add some new features to the game.
In regards to bugs I have:
- Replaced the radial menu I had currently with a menu from the same asset set I downloaded. As such, continuing to hold the joystick no longer causes the selection system to flip back and forth between the button you want and the one opposite it.
- Replaced the previous system of restoring energy where AI would have their energy restored by walking through a trigger at their house. Now they go to their house and wait for a period of time determined by how tired they are.
- Replaced the previous system of restoring food where AI would have their food level restored by walking through a trigger at a food source object. Now they go to their house and wait for a period of time determined by how hungry they are.
There’s not much to say here other than the fact that I’ve given players the ability to control the time of day by bringing up the menu, selecting the Time of Day button, and then selecting where they’d like the sun to be.
I hate them. I really, really do.
Seriously, I spent something like three hours today fixing something that I thought I had fixed yesterday but which turned out to have been broken all along in a way that made me think it was working. In any case, I have made it so that AI will now check to see if a worksite is fully occupied before determining whether they should go to it.
If a building is not fully occupied the building will be evaluated based on its distance to the AI and if it’s the closest one the AI will select it as the target and increase its current worker could. Meanwhile, a building that is fully occupied will be skipped over in favour of another workplace altogether. I don’t yet have a behaviour for what the worshippers should do if all workplaces are occupied (right now they’ll go to the first workplace on the array generated when they ask for the closet workplace), but I’ll handle that sometime tomorrow or Friday.
I’ll also need to add a similar behaviour for when the AI are looking for houses, and I’ll need to set up the AI to lower the current occupancy count of their workplace when they stop work. They don’t do that yet as I was tired of writing AI code and decided that 50% was a good place to stop (although realistically it’s about 25% done at best).