It is amazing!!! Maybe some of them prefer crouching while others are flanking. Everyone trying to flank each other doesn't sound realistic but it looks fun!!! Thanks for hard work!
@zeusgameassetsАй бұрын
Thanks for your feedback. You're right, this flanking behavior is meant more like a fallback when the NPC doesn't find any cover, I'm going to introduce a cover system later in the course. It's already a step above our simple following behavior, and it's yet another building block in all the toys you can use, this is what matters the most. And I'm definitely planning to add crouching. With more choices, each NPC will move differently in battle. I'm going to include these behaviors in the group system, because a group leader may organize their group such as some NPCs would flank right, while others flank left, some would suppress, and others would advance on the enemies. That would add much more order to the chaos of the current battles. As you said it looks fun right now, and you'd be surprised how many AAA games get away with such simple behaviors.
@user-ct8ws3qp7cАй бұрын
@zeusgameassets Bravo you really covered everything, squad leader leading them is a great idea and maybe when he dies the rest of the squad loses their offensive abilities, organization and they go defensive or maybe some takes up the medic role and try to revive others etc.
@zeusgameassetsАй бұрын
@@user-ct8ws3qp7c Great ideas! For the behavior I'm thinking about, I'm inspired by the OG Ghost Recon 1, where if you encounter an enemy squad, one of them would always try to suppress you, while the others would duck and try to flank you. What you're describing reminds me of Arma 3 with the Antistasi mod, in combat one squad member would throw smoke while the medic would drag wounded members to safety. Now the question of: where is that safety? Is going to be answered by making a cover system.
@WhisperCanvasАй бұрын
thanks man do you know any thing about Pedestrian system and how it is developed
@zeusgameassetsАй бұрын
It's pretty much a wander behavior, with the Navmesh split into areas, so you'd have the sidewalk area, and the roads, you give your pedestrian NPCs a high cost for crossing the roads, so they're incentivized to stay on the sidewalk. You can have another area for crosswalks, and perhaps a trigger with a script that checks if the lights are green/red, so your NPCs will know when to wait and when to cross. In the series I've yet to talk about areas and navmesh links, but they're pretty easy to setup and I will cover them, since my goal is to create a city block, I will probably implement a pedestrian behavior at some point. Thanks for the feedback and the question, it's very interesting!