Double AI bug, possible refractoring in the horizon

There is truly no better feeling than being able to do something you didn’t think you were capable of doing.

I was procrastinating on how might i be able to include the patrol point system into my WFC HDA. I wanted to set the patrol points procedural where the guards will march along 3 of the closest points. I realised i needed to sort all the patrol point BP in the level by distance from the actor and create a new array that stores only three of the patrol points. I found this answer and I can’t be more thankful of the author! I had to do some adjustment to it so it fits with my AI system. I pulled out the option of being able to set if I want the patrol path to be looped continuously or ping ponged, just to simplify the process.

It works well but I realised when there is more than one AI in the scene, the system does not know how to deal with being inside of the battle mode for both the guard engaged and the one watching. I feel like i am on the path to do a big refactor in the battle logic so it can support that scenario. Since I didn’t start this project with source control, I think i am just going to duplicate it and see if I can fix the problem.

I also adjusted the WFC texture from a series of small rooms to having a bigger rooms, so there are more roomy spaces which i might need to fill in with art or benches to there is a way to break up the spaces.

Tomorrow’s To-Do

  • maybe take off the shift to run ability and just use speed from the character movement (playtest feedback on walk being too use and practically useless)

  • Fix some geometry bug (see below as well as some of the texture inconsistency in tile 166 and 91