Behavior Tree – Glory Shot

In all it’s magnificence:

Click to ultrahugenate

Click to ultrahugenate

So, where to from now?

Well, there are still a few communicative issues I need to address. The Behavioral Sprites are half done: fading them over time was a good idea, since you can now tell what they’re up to without having a page overwhelmed with opaque thought bubbles. They still need a few more additions: most notably for migration and seeking a mate.

The creatures really need an animation to signify that they’re sleeping, but this is a tricky one: some creatures sleep standing up, some lie on their side or their back or their belly… what works well for an upright biped may not translate well to a splayed out quadruped.

But those are relatively trivial things. There still a much bigger item to address: perception. Currently, the creatures have a sort of localised omniscience: 0.8.0 will include a much more complex system than that, which I will go into my evil plans for next post.

I know what you’re thinking, but the better question is: why wouldn’t they be evil?

Cheers,
Qu

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  1. #1 by tomgillie on January 16, 2015 - 12:53 pm

    Zzz’s coming from the creature might make a good sleep animation

  2. #2 by Christiaan Bakker on January 19, 2015 - 10:16 pm

    Looking forward to it. 🙂

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