At first dogs and wolves are pretty deadly. Once you learn how to shoot while runninng backwards they’re not so bad. You can also jump backwards right before they attack.Although wolves are still the most deadly thing in the early- and mid-game... nothing killed me more in this game than wolves... if you don't notice them before they notice you and you don't have a minibike nearby to flee or an automatic weapon with you to fight, you are usually just dead... Zombies don't do that - a single stealthy wolf is more dangerous than a random feral horde at night in my opinion...
---> For balancing sake, i would make Wolves less aggressive on early game stages. So if you run into one in an early game stage, he will howl and make an aggressive stance, giving you time to run away... in later game stages, when Wolves spawn in packs, it's okay that they ambush you...
Not yet. We've talked about growling, circling, sidestepping and such, which might get into A17/18.Is animal AI getting some attention too? I love everything you're describing so far, just wondering if there was any tweaking going on under the hood of the creatures as well to make them feel more natural and less rigid in their actions.
The most deadly thing at any stage of the game for me is me. All of my deaths are self inflicted. If you're wondering what happens when you fire an exploding bolt straight up and wait to see if it comes back down - you die. My last death was when I got up to grab a cup of coffee. One Jurassic World later and I'm being asked if I want to spawn on or near by bedroll and my wellness has dropped from 200 to 70Although wolves are still the most deadly thing in the early- and mid-game... nothing killed me more in this game than wolves... if you don't notice them before they notice you and you don't have a minibike nearby to flee or an automatic weapon with you to fight, you are usually just dead... Zombies don't do that - a single stealthy wolf is more dangerous than a random feral horde at night in my opinion...
---> For balancing sake, i would make Wolves less aggressive on early game stages. So if you run into one in an early game stage, he will howl and make an aggressive stance, giving you time to run away... in later game stages, when Wolves spawn in packs, it's okay that they ambush you...
There are a bunch of rules for pathing that take into account the best combination of short distance, less jumping and weakest blocks to break.Hey fataal, when it comes to the zombies pathing for attacking, are they still going to be drawn to doors or will they hopefully go for any side of the base at random? Im mainly asking cause it would be awesome if they didn't always head for a door so we could have an entrance to our base that wasnt underground or on a broken ladder lol
Now, for someone who wasn't expecting any animal A.I improvement at all this is a very pleasant surprise.Not yet. We've talked about growling, circling, sidestepping and such, which might get into A17/18.
Added to my todo list. I also need to test zombie pathing with spikes. Lots to do.The one change I would love to see for animals is them running into and getting killed by a cactus or spikes...I hate running thru the desert and hearing a rabbit or chicken dying near me to vegetation...should just make all animals immune to cacti in general. Nothing major but something that has always bothered me! But they should definitely always avoid spikes no matter what...hearing a pig outside my base killing itself on spikes is sort of funny...and hey , free food! but still...kind of lame...
That sounds awesome!!! As long as they don't clip through walls on the rag dolls lol. I can only imagine the terror of watching all the zombies wailing on your wall and a zombie cop blow up and now the whole herd is in your base.For your weekend contemplation, I started on AI obstacle checking for other animals/zombies and when blocked they flail and push/ragdoll what was in their way. Pretty amusing watching a pack knocking each other down to get to you.
In theory this will be used to push the pack forward, supplement wall damage, assist with climbing, allow big guys to surge through and maybe toss around the little guys (a bit).
Sounds great! But will they be doing damage to other zombies with their flailing around?For your weekend contemplation, I started on AI obstacle checking for other animals/zombies and when blocked they flail and push/ragdoll what was in their way. Pretty amusing watching a pack knocking each other down to get to you.
In theory this will be used to push the pack forward, supplement wall damage, assist with climbing, allow big guys to surge through and maybe toss around the little guys (a bit).
For some reason this reminds me of Alfred Hitchcock The birds.
Wha... Is that the real YOU?
Now that's something your good at Roland.Let's get back to inanity until a dev posts again.