This week we focused on the beginnings of crew ai, ocean locations and some improvements to the Ledger/Map HUD.
The crew ai in Projecy Sky needs to be fairly intelligent and complex in order to not only navigate the dynamic and diverse locations, but also to provide actual protection/challenge during combat. To do this, we’ve designed a system combining behavioural states (such as Attack, Follow, Flee, Support) that will apply the use of the A* pathfinding algorithm. The design of this has been completed, but the actual pathfinding code is still early in development.
Our goal with the Map component of the HUD is to provide a clear and simple representation of the zone that you are currently in so that you can formulate strategies rapidly and without confusion. At the moment, our icons are limited, but when the game features more varied environments and different special locations such as towns, temples, and the like, all of this will be visible on the map screen.
We’ve also settled on a tentative HUD font for the game, which is called Monkey (and can be found on http://www.dafont.com/).
Not all islands in Project Sky are floating. Some can be found at water-level. These islands are typically home to the Mo’ai, and will make up roughly 1/4 to 1/3 of the locations in the game.
Obviously, the ocean is far from complete, but the framework for ocean islands/locations in general is in place and working perfectly. I’m excited to be able to show you all the locations as they progress in development and design!
That’s all for this week, see you all soon.