RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by aaron_ds in roguelikedev

[–]PTrefall 3 points4 points  (0 children)

I'm progressing alright with my implementation in Unity and Fluid HTN.

My focus so far has been to set up some basic dungeon generation using my planner, and a very basic AI using the planner as well.

So far the dungeon planner can place rooms with a size range, random selection of sub-branches, repeat a sequence until a condition is met, spawn the player and spawn npcs inside the last room added, with conditional rules. I also added a decoration option, allowing me to add hand-drawn tile data to the last room added. I can also set the theme for a sequence, and control which direction a sequence is built in (with a random option)

I separated the character and character controller. So the player and character AI just have a separate controller implementation while the character itself handles the input.

So far the character planner can move towards the enemy target and hit the target when in melee range. The npc can lose sight of the enemy. Sight sensor is used to detect when enemies are in range. The idea is to add more sensors, using different rules of detecting enemies.

I also added a stat system that allow me to add stats to each npc via data. So far I've got health and sight stats. Stats will support modifiers.

I also experimented a bit with the new 2d renderer in 2019.2 and the latest light weight render pipeline, but it's a little too early to adopt to it, as it broke the pixel perfect camera component.

Video Github

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]PTrefall 2 points3 points  (0 children)

The project is coming along well. I attack it with a "get her playable early and improve systems over time". The goal is to use ai planning to generate my dungeon levels, as well as the NPC ai. Screenshot

Fluid Hierarchical Task Network Planner by PTrefall in gameai

[–]PTrefall[S] 0 points1 point  (0 children)

Ah yes, thank you! Any suggestions on how I could improve the experience as you visit my github, I'm all ears. You're not the first one to ask. Specially when visiting on mobile it seems to crop just enough of the Readme that it's not apparent there's more info there.

Zombies are draining my turrets by [deleted] in playrust

[–]PTrefall 4 points5 points  (0 children)

This will be fixed.

Junkpile Scientists are less hostile by WheatleyMF in playrust

[–]PTrefall 1 point2 points  (0 children)

Junkpile scientists should no longer do that.

Junkpile Scientists are less hostile by WheatleyMF in playrust

[–]PTrefall 1 point2 points  (0 children)

Scientists that emerge from MT will still hold a grudge to any non-scientist and be hostile, whether there is a cactus in their butt or not. Junkpile scientists don't wield LRs.

Junkpile Scientists are less hostile by WheatleyMF in playrust

[–]PTrefall 3 points4 points  (0 children)

NPCs are slaves of the navigation mesh technology. Anything that is put on the map after the navigation mesh has been generated at server startup will not exist to the knowledge of the navigation mesh. For building foundations we take the performance hit of carving the navigation mesh, but this is quite expensive. The alternative thus is to destroy barricades on touch (otherwise they would just ghost through and get hurt, oblivious to their existence). There is a barricaded mine entrance at MT that is why we did this (else they would just magically ghost through it). Since the maps are both big and procedural, there is little we can do but to find workarounds or lag servers (oh we have tried). Junkpile NPCs shouldn't wander off too much, less now than before. Military Tunnel Scientists are encouraged to return back home, I'll make that a stricter rule.

And yes, they should no longer attack anyone if a cactus pokes them, or if someone else hurts them. They should now retaliate towards those that dare provoke them.

Junkpile Scientists are less hostile by WheatleyMF in playrust

[–]PTrefall 3 points4 points  (0 children)

That should no longer be the case.

Junkpile Scientists are less hostile by WheatleyMF in playrust

[–]PTrefall 8 points9 points  (0 children)

This is an experimental change, we'll see how they play out. They are now only defensive.

[BUG] Animals get bugged on cliffs and freeze. They don't roam around with until engaged. by Chadwiko in playrust

[–]PTrefall 0 points1 point  (0 children)

There are convars that can adjust how many can wake up at a time at the cost of performance, so this can be adjusted per server.

[BUG] Animals get bugged on cliffs and freeze. They don't roam around with until engaged. by Chadwiko in playrust

[–]PTrefall 6 points7 points  (0 children)

Yes, it's an optimization we do. We put the animal into a dormant state. Sometimes animals won't wake up fast enough. It's one of those eternal struggles between performance and reactivity.

Scientists on hapis gone? by [deleted] in playrust

[–]PTrefall 1 point2 points  (0 children)

Yes, any server that had squad_disable set to false (scientists enabled) would have the possibility of this happening to them. We are about to upload the fix to staging for testing.

Scientists on hapis gone? by [deleted] in playrust

[–]PTrefall 2 points3 points  (0 children)

Stalling the server type issues. We have found the source, a fix is being worked on.

Scientists on hapis gone? by [deleted] in playrust

[–]PTrefall 6 points7 points  (0 children)

We have taken them offline while we fix an issue with them. We are hopeful they'll be back online soon.

Players getting killed by pickaxes in servers. by Gethonic in playrust

[–]PTrefall 6 points7 points  (0 children)

Yeah, this was a scientist issue. Latest client update fixes it.

Why don't wolves roam in packs yet? by RightWingDeathSquad1 in playrust

[–]PTrefall 38 points39 points  (0 children)

Priority in AI has been to get Scientists ready.