Feature Test - Run and Follow Config

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
Quick test of one of 4.0's many upcoming features. You'll be able to separately configure the ability to run (initial and/or veering from another axis) in all four directions. This should assist in building top down shooters, Zelda style adventures, or traditional side scrollers with more emphasis on 3D movement. The currently hard coded AI running threshold is also adjustable. NPC follow position is now an adjustable offset, and you can force the NPC's direction within an adjustable range.

This short video shows the adjustable offset. Instead of staying right at Joe's heels, Yamoto tries to maintain a position 50 pixels to Joe's back.

 
NPC follow position is now an adjustable offset, and you can force the NPC's direction within an adjustable range
Great improvement! In SORX the npcs are always trying to stay in the exact same position as players, sometimes disturbing the gameplay.
 
Oh I was actually just about to post this video and ask if there was any example of this type of enemy behavior in openBOR!

Maybe it's somewhat related

 
Oh I was actually just about to post this video and ask if there was any example of this type of enemy behavior in openBOR!

Maybe it's somewhat related


This video just comes down to pathfinding,, and OpenBOR already has that.

The adjustments I'm talking about are for the AI deciding to run when it is already in pursuit of you, either as a hostile enemy or an NPC returning to its parent.

In the last official release, AI running triggers at a set distance from target (200px IIRC). My new settings let you adjust that.

The NPC thing is a separate issue. NPCs in follow mode currently target the parent's exact location. The new settings let you add an offset to that. In the video, Yamato has a follow offset of -50. Not only does it keep them from bunching up, it also makes Yamoto's on screen behavior more organic looking. Notice how if Joe just turns around, Yamoto moves to take a new position behind him like a well trained dog. The old behavior would just stand there facing the wrong way until enemies showed up or Joe started moving away.

In short, I didn't change the AI's behavior, I'm just letting you give it different target positions.

That all said, one thing I am working on is allowing AI to run without requiring chase type. This would open up a lot of native behavior options for creators

DC
 
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