OpenTechEngine / OpenTechBFG

Engine based on (RB) Doom 3 BFG aiming to allow the creation of standalone games
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new AI system separating ego and id ( object oriented FSM scripts) #18

Closed BielBdeLuna closed 9 years ago

BielBdeLuna commented 9 years ago

I'm working on a new AI system which should allow for quite a diversity. the new system I'm developing uses many objects:

first I separated the "combat" from the animation system I'm creating a new combat object ( which should be able to be updated, with sublcasses (or sub-objects in d3 scripting terms) )

so a NPC with a set of animations can use them or not depending on what "combat" object (style) uses

and then the really new stuff a "trait" objects (the id of the monster) how does he react to the situations he face, which should also be upgradeable with subclasses

this might be a game changer, you can have a "coward" traits where the monster escapes the combat area if overwhelmed. or doesn't remember to reload the gun. or has military precision, or doesn't go back to "pacified" once he has finished with all the monster he find friendly or not.

you should be able to give them quite the personality.

and it would be the same, the same monster can be a coward or a military expert just by changing his "trait" object

I'm still defining classes but if it works it will be great :)

BielBdeLuna commented 9 years ago

it seems that the objects in d3 scripts need to be associated to a entity, so that entity initializes them. I think I'll pass that task to c++ and this will take it's time