Rather small update this time around most of it being focused on the AI. I was hoping on implementing a proper path finding system but it didn’t work out. It is rather finicky. Here’s hoping Clickteam Fusion 3 has built in path finding.
AI:
As the main focus of this update the AI has improved quite a bit. It worked okay when it wasn’t following the player as it wouldn’t get confused on which direction it should go after a collision. Previously when colliding with something while following a player it would turn away then instantly turn back. Now it waits a second before facing the player again. The also has an easier time entering buildings now with their adjusted size as well the paths added to all of the doorways. There are now invisible paths for the AI that lock them to a X coordinate and help them enter buildings.
Zombie:
The texture for the zombies has been shortened quite a bit so its more proportional to help with collisions.
Zombie Spawning:
Currently zombies spawn from their original spawn points and from right off the screen. It worked pretty good but sometimes zombies would spawn inside other objects. The reason for this seems to be that the spawner was too small which could cause it to think it wasn’t colliding with anything when it was, after increasing the size I have yet to see this happen.
Devblog 20
Steam, new weapon, graveyard, and more!
Steam:
The Steam page and community hub are pretty much fully setup. The store page is currently hidden and won't be visible until I feel its ready but it shouldn't be too long from now.
AI:
I feel like the state of the AI needs to be addressed. Currently it sucks, it works most of the time but it sucks. Currently it does the job, they can follow the player, they have a short memory, and they attack the player. But there are many problems, they are very stupid, they struggle with obstacles, and they are buggy. One of the biggest bugs with them is how they can turn into "helicopters" its a rather strange bug where they either spawn inside of an obstacle or glitch into an obstacle. They start to spin and spaz out to escape the obstacle. The AI will be a big focus for next months update.
Attraction To Sound:
The zombies are now attracted to loud sounds, specifically gun shots. Currently it just doubles the size of the current attraction radius for 10 seconds after a gunshot. It will likely get more in depth in the future.
Thompson:
A Thompson also known as a Tommy Gun has been added. Unlike the real life version this version uses 9mm. I may give it its own ammo type in the future but I don't think I really wasn't to add a million different ammo types. It a a tier 2 weapon, so it will only spawn in tier 2 areas such s the military base.
Trailer Park:
Some changes have come to the trailer park this update. No texture changes as of yet but I have added two more of them.
Graveyard:
A Graveyard has been added to the world. Its got a dirt road going through it with a pond to the left of it. The graveyard is located near the store.
Minor Changes:
The color of the pond has changed to a less vibrant blue. The inventory texts font has been changed. The volume slider in the sound menu has been remade and now works properly.
Fixes:
Some loot locations have been changed as they were unobtainable. You no longer regain health when bleeding. The Function keys no longer mess with the game.
Update Changes:
The numbers associated with an update will be changing. Currently each update has gone up by 0.0.1, now the change will be dependent on the type of update it is. This isn't final but it will likely be something like this. X.Y.Z. X is a major update(I might reserve this for the full release). Y is a minor update. Z will be for patches.
Community Hub Launch!
The community hub is here! There are still a few things such as the Discussions tab which is still a work in progress. Since the store page is setup I decided get get the community hub setup, even though I will likely be keeping the store page hidden for the time being.