Civilians -- Complete... ?


Civilians now roam the map, moving to pre-placed "points of interest" and taking a look around. After a randomised delay they start to move again, to a different spot. Sounds really simple, but it wasn't! They still retain their flee behaviour too, so they'll run if they are spooked by something.

I can't really think of any planned feature that's missing from them, so for now I'm calling this first pass on the Civilian done. I may add more in the future, but for now I'm moving on.

The logic/script I created for finding, storing and selecting random nodes to move to - I'm going to adapt it for the enemies, so they can have a "roam" AI state. This'll most likely be for the reinforcement waves.

Anyway I'm pushing it for time, better call it a night!

-Rob

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