diary, contact
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july 8, 2021<br>
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#ai #character #combat #design #movement <br>
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My biggest hang-up right now is programming the controls to do what a player would expect them to do. Controls are more consistent than they were in the 90s, but they are far from standardized. To make it more confusing, these controls overlap wildly in multiplatform games to accomodate the extremely limited input options of console controllers. Even if I only wanted to launch on PC, I need to reference the controls of similar games to meet player expectations. <br>
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My biggest hang-up right now is programming the controls to do what a player would expect them to do. Controls are more consistent than they were in the 90s, but they are not standardized enough to serve as more than a reference. To make it more confusing, multiplatform games like to map each control to more than one action. Even if I only played into the expectations of PC gamers, I still need to reference the controls of similar (usually multiplatform) games. <br>
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<h2>move than do something </h2><br>
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In particular, I feel like I design and redesign the action-movement loops over and over. In July, I published a <a href="">diagram</a> for the attack-movement loop. It translated well to code, but I was too narrowly focused on combat. I felt like it made sense for an attack input to begin the attack-movement loop. The new diagram is more concept-oriented than code-oriented, but it accounts for
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In particular, I feel like I design and redesign the action-movement loops over and over. In July, I published a <a href="">diagram</a> for the attack-movement loop. It translated well to code, but I was as narrowly focused on combat as the diagram shows. <br>
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<br>
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The new diagram is more concept-oriented than code-oriented, but it accounts for
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<br>
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Last Updated October 17, 2021
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