Helicopter AI is now complete. This became a lot easier than originally thought due to it using very similar techniques to Omegabot, still took a few hours to put together correctly though.
Also I wanted it so that multiple helicopters can work together on screen without stacking onto of each other, I did this by adding height variables into the spawners so I can control where each helicopter is located in the layers. For example, if 3 helicopters spawn, second will spawn 400 units lower and the third will spawn 800 units lower. This means that even if they all decide to go to the same point they will not stack into each other.
In the image is 4 spawned helicopters all manovering independently and firing homing rockets towards the player. These enemies are supposed to be quite rare so they have an intimidating amount of power and decent health. Also to note in this image, I have reworked the rocket trails/explosions to look much better and efficent.
As a little extra from this level, this is the current backdrop with a chunk of the level in the foreground. I know that coloured gas clouds shouldnt really be here but I think it is much more interesting with animated clouds swarming around the starstation.
There is 2 layers of gas clouds in additive mode so they give a clean look as they rotate around one another and a long distance layer of stars with a moving mask to make them flicker in and out. The spacestation, earth and sun are full models and the earth uses an emissive fresnel layer to give it a fake atmosphere.
No comments:
Post a Comment