Hello all! TA is still going! However much dismay to most, there is no graphical update yet, I dont feel comfortable working on the graphics until the base game is robust.
This is the latest update showcasing some new functionality and gameplay:
Reliable level loading: Ive had trouble in the past when it came to level loading. Much of the problem was not being able to clean up and zero out pathfinding arrays, level flags, and AI arrays. In the past, upon level switching, AI attributes would be passed onto other AIs, so that meant Soldiers would gain massive amounts of armor and explode on death. Armors would bleed when hit by bullets, and all animation speeds would be assigned to wrong character models.
AI improvements: The AIs have now simple recognition of what their allies around them are doing. If two allied units have the same target, one will automatically begin laying down supression fire, while the other will bypass his defensive stance and move into close quarters with its target. This prevents groups of AI's from all laying down suppresion fire, while the player can wait without worry of immediate danger.
In the video youll see the player confront two enemys, who will lay down suppression fire, as well as outflanking the player on two fronts.
New AI classes: just changing some variables I can make some different AI classes.
The Double Gunner is a unit that shoots two powerful mg bullets at a time. It is excellent against groups of infantry, and weak against tanks and armors.
the Sniper Class is a unit that has an incredible range of view, and a high powered sniper bullet that travels faster than any other bullet in the game. It does high amounts of damage to infantry units, but is still subject to being deflected by high armor tanks. These units also have the ability to cloak and move fast to offset their low HP and armor.
Decapitation, dismemberment and blood effects: Units that are killed beyond set damage thresholds can be decapitated or have their torso blown off. During the death, blood spills over the floor, letting the player know the target is dead.
New Buffs: The basis for implementing party buffs were made. The first party buff was added, "Iron Line". Iron Line is a buff that gives a unit's closest allies extra deflection armor. This was to offset the inclination of AIs to choose to stay together when moving. This was originally a detriment to them if they were shot by electricity or area damage weapons.
glad your making progress, this video seems less exciting than the first... i hope you didn't actually try and tone it down.. other than that, great job.. oh, whats behind the AI? intenseX, razor, your own?
Nah, absolutely nothing was toned down, gameplay or effects wise. This video was profiling a little less action packed things, level-loading, AI classes, and dismemberment.
The AI is all my own, however the pathfinding was made from George's Perfect AI pathfinding AUM.
dark, i'm still working on converting it to lite-c... anyways, your project is looking great.. it good to see some professional looking games coming from gs... one step closer to beating cough*torque*cough...