Been working on the AI, specifically around tactics and how to make that easier or harder for the player.
Added the environment query system and a custom icon for it.
This will be used by the AI to query the environment to find strategic areas to move troops to.
It also doubles to add modifiers to any unit within its vicinity.
Working on the AI for my game. I know the technical aspects of it, just not the battle strategy of battlefield commanders. Need to do more research!
The environmental query system for my game will be necessary for the AI to determine areas of cover, strategic and advantageous spots to fight the player.
Like my knotty staff?
Was printing out some game minis in resin and one needed a staff, so I sculpted one
Starting to work on the AI of the enemy. I'm more familiar with this on Unreal Engine, but doesn't look like Godot has anything like an environmental query system. Will keep looking, but might be fun to write my own for this.
Beat Horizon Zero Dawn over the weekend. Such a rich story that I'm going back and finishing some of the "side quests" which reveal more of the main story.
With lots of soldiers, there needs to be a lot of death animations. It looks too strange whenever they die in the same way after a volley of enemy shots land.
I bet this gets suppressed but I'm posting on Threads too:
threads.net/@electronicarmor…
Rough death animation, with linear curves. Need to fix timings and curves for that oh-so-smooth falling and head snap at the end.
I was using Godot for 2D projects and Unreal for 3D but couldn’t stand not knowing the 3D side of Godot. It’s great. As a 3D artist and programmer it’s wonderful.
Added in the firing and reload animations.
Now I have to prevent them from moving while reloading. Firing a volley of shots is deadly, but reloading makes you vulnerable to counter attack.
#GodotEngine










