diary page uses a grid of grids; added word cloud diary box; emptied all content for now

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chimchooree
2021-07-11 18:48:24 -05:00
parent 0a83927bbc
commit b54c328166
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july 8, 2021<br>
#ai #character #combat #design #movement <br>
<br>
Househunting has been unexpectedly time-consuming, but I'll share my work in progress towards the attack-movement loop. Hopefully now that an offer was accepted, I'll find more time to iron out the design. <br>
Househunting has been unexpectedly time-consuming, but I'll share the tentative design for the attack-movement loop. Hopefully now that an offer was accepted, I'll find some time to iron out the design before packing and moving begins. <br>
<br>
Currently, I'm working on the attack loop, so that the character maintains attack range while attacking. The flow is complicated to follow, but this is how it works for now: <br>
The attack-movement loop needs to allow the character maintain attack range while attacking. The flow is complicated to follow, but this is how it works for now: <br>
<center><a target="_blank" href="/static/img/ent/attack-movement-loop-diagram.png">
<img src="/static/img/ent/attack-movement-loop-diagram.png" alt="(image: diagram of the attack movement loop)" width="500" height="233">
</a><br></center>
The code is color-coded by object.<br>
The code is color-coded by object. Warm gray is input, orange is the character's action module, yellow is the character, yellow-green is the character's equipment module, blue-green is the attack handler, blue is the AI's attack module, purple is the AI's movement module, pink is the AI, brown is the KnowledgeBase's MessageBus, and cool gray is the character's kinematic body. <br>
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<h2>the loop explained </h2><br>
Upon attack input, the character sets up for attacking and creates an attack timer. On timeout, the character's weapon swings. If the character is out of range, the "out_of_range" signal is emitted. Otherwise, the weapon successfully swings, either emitting "target_dead" or "hit." <br>
@@ -28,6 +28,8 @@ Then the AI receives the "arrived_at_attack_target" signal and prompts the chara
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<h2>in-game </h2><br>
It works in-game, too, but it's pretty janky, especially without animations. If the slime is slow enough, the player character attacks until it gets too far away, moves back in range, and continues attacking. If it's too fast, though, she never gets to attack and jitters constantly after the slime. <br>
<br>
Too fast: <br>
<center><img src="/static/img/ent/attack-follow.gif" alt="(image: Angel follows slime)"></center>
<br>
I'll work it out sooner or later, dependent on how hectic moving turns out to be. <br>