New AI, what’s better?

Strange title for this entry, huh?

Well, that’s what we are looking for Korax Arena, since the last beta release, Crimson Wizard and me had been discussing about the bots and their much needed AI enhancements, I’ve been researching for ways to improve certain aspects of the bots AI and it seems this whole things can be extended greatly for other projects, like the RPG project, so you can expect new enemy AI for our projects besides new AI for bots in the next release, I’ve got some ideas, and Crimson Wizard is also working on this, so by combining these efforts we’ll be able to extend something to enemies and make some tests on our findings, we are focusing for now, in making bots to look for paths to reach things and enemies in a more realistic way, once this is done, we’ll be able to apply all this for other bot reactions, like strafing missiles, jumping for reaching something, etc.

Imagine if we could make enemies that jump to reach for the player in our RPG, or enemies who instead of attacking alone, get a group of other enemies and attack the player, or enemies who won’t attack if another one is in front of them, things like this can increase the challenge of the game for the player in a great way 🙂 . That’s it for now, see ya all again soon!

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New horrible weapon for RPG Trilogy

I invented a new weapon for RPG Trilogy, most probably suitable for some boss creature. Weapon is a spell that summons number of spikes in front of caster and raises them. Each spike’s position and delay before spike raise are choosen randomly from a predefined range, and this makes weapon more effective and spectacular. But what is more important – is the fact that a spike, as you may remember from time playing original Hexen, does ultimate damage killing any creature instantly. Now imagine overall power of this weapon…

Here are some shots taken while testing this weapon (I used Cleric’s Firestorm slot for the test).

spikes000 spikes001

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