Tuesday, December 31, 2013

AI under the hood, UMA, Characters and Levels

I've got some basic UMA integration into the project. UMA is Universal Multipurpose Avatar, it has a basemesh for Male and Female characters, some rudimentary clothing accessories and massive capabilities for generating random characters or tweaking every detail of a character's face or body.

So far I've only played with making a custom character in the provided example scene, serializing it, then reloading it later at runtime. It's quite efficient since the base mesh is just fed a bunch of variables and changed per them.

I've got some rockin' level design going now, big improvements to the visuals. The stock kits I've been using have been getting really overhauled, the textures are significantly different now and I'm working on some fresh models and unique applications for them to deviate from the standard look which really helps the game look unique.



Full Image

I've made some progress with AI, but still no significant leaps.

I think I'm going to stick with what I have right now and work on prototyping some combat behaviors and see where that takes me. I can always come back and polish a system since they're all totally segregated and independent from each other.

Heres the latest on the AI:



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