New Version 0.2.5 Release Notes
Version 0.2.5 is now available for download! With this update I've added a few new models to improve the look of the level. I've added physics boxes around the level that act as a block for line of sight. I've created health bars that appear over the heads of enemies and specific objectives. (if you have the informant skill) I added floating damage so now when enemies or you and your allies are taking damage, the amount will appear over head. This also works for healing if your bots have the regenerator skill. All these things can be seen in the images attached to this devlog. There are many other things I've worked on for this update and I'll leave the rest for you to read in the patch notes:
Visuals
Added floating numbers to enemies so that they will display damage they receive
Added floating numbers and a health bar over ally bots
The health bar over ally bots does not go away even without informant
The defense structure now always has its health bar over it
Placed a canvas onto each friendly bot, including the player, that allows for floating damage values to appear when taking damage
Floating numbers also show healing done
Placed the light model around the level
Capped off all the wall moldings with ends so they do not end abruptly
Placed boxes around the level
Created a new image for the Config splash screen
Replaced the previous placeholder terminal with the new model
Game Play
Increased all enemy's base health (15 for bots, 20 for towers)
Changed enemy attack state so that enemies can now deal critical damage
Increased structure health from 20 to 40
When bots are fighting each other but cannot aim at their target for whatever reason, they will move closer to their target to remove obstacles
Fixed an issue where enemy bots would get stuck on or inside the terminal objective or never leave the move to state (placed a nav mesh obstacle component on it)
Added different spawns for the defense objective so they spawn near the player at the start of the level
Under the hood
Made changes to the health script to allow for enemies to put out damage numbers
Increased distance friendly bots have to get to a movement marker before getting a new marker. Reduces chances of bots getting "stuck" on markers
Updated ally bots for the protect mission so that they use all the new code for bots
Made changes to the health script to accommodate ally bots better
Fixed an issue where turrets would be called into the move to state when an objective was getting damaged. Since turret bots cannot move, this would break them.
Changed the AI machine script so that friendly bots are able to identify structures with their barrel rays, allowing them to fire at it
Changed how the friendly and enemy bots hold information about who is around them, making them more likely to retreat or call for help depending on the situation (lists were not holding enemy and friendly references correctly before)
Capture zone prefab was not centered, causing it to spawn away from its intended spawn area by a small bit, centered it.
Fixed issue where health bar would not appear over structure objectives or enemy towers.
Changed the health script so that the structure does not need to be set as an enemy via the bool to work
Created a floating damage script to handle spawning and setting text objects that represent damage taken to a bot
Created the move damage value script that is placed on floating damage text objects to control how they move after they spawn
Removed unnecessary colliders from the wall molding around the level
Placed a nav mesh collider onto the box prefab so that bots will navigate around them
Modified the project gravity so that boxes fall in a believable way
Cleaned up the Environment objects folder so things are easier to work with
Rearranged spawn points so they are not inside any props that were added
Adjusted position of friendly bot way points so they can better navigate the new environment
Changed the spawn objectives script to allow for the new spawns
Removed some debug logs that were spamming the log
Changed the enemies health bar so that it will update the max health to match any value
Changed the version number on the main menu to match the next release
Made changes to the way the objective text is created. It now gets its references to the objective instances directly from the spawn objectives script
Changed spawn positions of defense objectives so they do not block door ways
Changed height of structure spawns so the objective will not appear floating
Changed enemy attack state so the enemies can attack defense structures without breaking
Added a crit chance int to the friendly bot AI to track crit chance instead of just using the same hit chance int they already had
Changed highlight object location on structures so that bots will fire towards the center of the object
Sound
Changed the distance that shots can be heard from and how sound reduces in volume over distance
Added the volume change to the terminal animation
Stats
Fixed an issue where the friendly and player bots max health was being modified during game play if they had any items equipped that changed strength. (values were shifting around randomly)
Fixed an issue with the health script that allowed the player and friendly bots to avoid getting critical damage from enemies if the defender stat was active
Fixed issue with the team player stat that allowed bots to heal to max health by entering the buff radius of another bot
Made changes to the health passive healing method so that it will not allow for regen to give more than 1 point per cycle
User Interface
Removed damage logs from the attack states of all bots. The log should now be easier to read and provide more important information
Added a text log alerting the player if they try to make a bot enter the capture state when there is no objective in the current mission
Modeling
Changed all items to an item model created in Blender, replacing the primitive cube it used to be.
Fixed scaling issue with the item model that caused it to be extremely small
Created a box texture for box props in the scene
Created a box prefab with a rigid body and the new texture
Created a new model for the structure objectives
Turned the new structure objective into a prefab and replaced the current one
Created a flood light model to give a source to all the lights in the level
Created new model for the terminal
Turned the new terminal model into a prefab; attached a particle system and light
That's all for this update. I've still got a good ways to go before I can start making new level environments but hopefully it will happen within the next 2 updates. I'm going to continue improving the AI as they still have a good amount of quirks to work out and the game still has many other areas to improve in. As always, I'll continue posting new devlogs to detail my progress and let you all know when the next update shows up.
Thanks for reading and I hope you enjoy my game!
Files
Get Reliance
Reliance
AI Command Strategy
Status | Released |
Author | baconation |
Genre | Strategy, Shooter |
Tags | 3D, artificial-intelligence, Futuristic, Real time strategy, Robots, Top-Down |
Languages | English |
More posts
- Final Release V1.0.0 Now AvailableJan 03, 2020
- New Version 0.7.5 Release NotesDec 16, 2019
- State of 0.7.5Dec 01, 2019
- New Version 0.5.0 Release NotesNov 09, 2019
- Status of the next update.Oct 28, 2019
- New Version 0.3.5 Release NotesOct 17, 2019
- The state of 0.3.5Oct 14, 2019
- New Version 0.3.0 Release NotesOct 06, 2019
- Work so far on 0.2.5Sep 30, 2019
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