It took me most of the week, but I got loud combat AI’s to shoot guns at you and for it to hurt when they do. I’ll need to make some adjustments to their behavior trees – give them more refined decision making – and make sure that all this stuff is replicating, but the main thing is you now have things to shoot and they shoot back.
I basically had to reverse engineer the tutorial I followed to make the AI take damage from your guns. Even though the tutorial I followed to get that also had one for enemy AI that should have explained exactly what I wanted. Two, in fact.
Like a lot of these tutorials, it’s written by a guy for whom English ain’t a first language. More than that, though, the structure is just difficult to adapt to other uses. This particular tutorial is very specific to the game he is making. I’ve managed to cobble enough useful bits and pieces out of it to get to where I am, but man. The book he’s writing is gonna be a hard sell.
Honestly, it makes me really want to do a series of modular tutorials for individual features that you can just put together as needed just because I know there’s people out there trying to do the same shit I’m doing and having the same trouble. I could at least show them how I did it in American English and without telling them, “hey, this asset I’m using is dogshit, don’t buy it, but we’re gonna spend half the tutorial explaining how to get it to work first and then tailoring the other half around it. Also please donate money to me so I can buy more expensive assets that you will then also have to buy in order to follow along.”
But it’s that or watch a video, and I hate watching video tutorials even more than reading technical instructions in broken English.
In other news, I have approached an artist about doing some concept art for Cairo and Dixie so I can start modelling them in Blender. I’m 99.9% sure this is a done deal, but I never like to make promises until I know I can deliver. Tentative excitement, like usual.