In one or two of my previous blog articles I've mentioned how I was implementing a custom artificial intelligence (AI) system. A typical AI system usually boils down to a list of possible states that a game character or creature (actor) can be in and how or when they should transition to those states. This is known as a state machine. My system is no exception because I really don't need anything fancy for what I'll be doing. However I took it upon myself as a learning experience to create a modular based AI system so that I could make use of Unity's editor and quickly define and tweak my AI behavior as I develop. I ran into a number of problems getting Unity to save that information, mostly due to my ignorance, but I also found it rather difficult to locate a cohesive amount of information on the subject so there was a lot of trial and error. I also am not totally sure I'm doing things correctly, but it's been working great so far.
A couple posts back I talked about how I would need to rework my left and right Matthew sprites because the slightly turned angle was causing some game mechanics issues. I went ahead and did just that, producing a fully facing sprite which should avoid the previous mentioned problems. Overall I'm not that happy with it because I don't think the angle looks that nice. Before you could get more of a full face and you could make out the character as a squatty little boy, but now it looks more like a generic male character from rpg maker. I figure I'll just let it go for now though.
The summer is flying by and I've spent some of that time on vacations with my family. There has been some progress though too!
There has been a bit of work on back end systems that are difficult to write a blog about, but be sure that I have been working. Some of that work was for organizational purposes, making things easier to access, and overall boring but necessary things I'd been putting off. Primarily this month, my time was spent adding in a system for pushing objects around on the screen. Think of the block puzzles that are in various Zelda games.
I'm finding it difficult to come up with things to discuss that are even worth bringing up this month. I was lucky enough to go on a vacation with my wife this last week and so I lost about a week of development time. I did manage to squeeze in some time which I used primarily for fixing existing bugs and drawing graphics for my first enemy. I wanted to start off with some common enemy that wouldn't to be to difficult to draw, animate, or program. It led me to come up with this little lizard dog I call a Plug.
Since the last update I've been busy working on animations and a system to help control how they are managed. Drawing the art, as usual, was slow going. I created the remaining attack animations and then I found myself making some hurt/damaged animations. I play those when the character is hurt by an enemy, which also led me to realize that my current (rudementary) approach for triggering animations was not going to work. I'd need to make sure that I don't allow the player to trigger another animation when attacking or while the player is showing they're hurt.
Things have been progressing slowly this month. I wanted to post something earlier but have found it difficult to come up with anything interesting to show. Mostly, I've been busy with the day job and life and so that would be the key reason that I haven't had much to show. This did however lead me to want to work harder on the project so that I could actually get something to write about. But in the end I actually have been stuck a bit and so there hasn't been that much useful output.
So, as I mentioned last time I ran into a bit of trouble when working with my new Buffalo sprite. I was having two issues in Unity (5.2.3), the first was that I was having trouble where my sprite animations would randomly be off centered by a pixel and the other was that occassionally a pixel would show up on the edge of the sprite half transparent or real pixels would disappear completely.
Like many of you, I was busy over the holidays. I ended up not getting much work done over those weeks due to family, travel, and watching my kids over the break. I actually had hoped to accomplish more and to top it off, we were busy replacing a broken down car last week. So that cut into my free time as well. Enough with the excuses though, as I did get a few things done...
As mentioned previously, I wanted to get a drawing monitor to assist in art creation. I decided to purchase the Ugee 19 inch monitor [Amazon Link] and so far have been very happy with it. It tracks the pen correctly, is sensitive enough for my needs, and so far seems sturdy and reliable. I've tried drawing on it a few nights now and so far I haven't any issues.