Progress Update #7

Masters Of Conquest

Latest Improvements

  • AdminTools: Fixed issue with targeting on Macro Scenario.
  • PathManager: Reimplemented orbit path generation.
  • PathManager: Implemented functionality for generating explore paths.
  • Anchor: Implemented explore command.
  • Anchor: Implement find path command.
  • PathManager: Moved path creation to this instead of Anchor.
  • PathTools: Created basic editor interface for exploring active paths.
  • PathTools: Implemented selection functionality for markers and path owners.
  • AdminTools: Integrated Simulation Scenario 4 for curved space troubleshooting.
  • PathManager: Rehashed path marker generation to accommodate curved space.
  • AdminTools: Integrated Great Arc line/Anchor Trajectory to troubleshoot AI explore mode
  • DebugMode: Debug rays AI and PathMarker (ReorientSelf troubleshooting)

Next Steps

  • ReorientSelf: Explore mode does not reorient itself correctly for large distances.
  • AdminTools: Potential scenario scheme rehash to include dependency injection.
  • PathMarker: Point forward to next marker while keep up normal to the surface.

Progress Update #6

Masters Of Conquest

Latest Improvements

  • Wyvern: Fixed walk animation.
  • Wyvern: Fixed issue with OnTrigger event for path walk.
  • Spyder: Fixed walk animation.
  • Anchor: Implemented find closest path mark.
  • AdminTools: Implemented scenario auto circle walk (Settler and Fallen).
  • AdminTools: Implemented issue Target command.
  • AdminTools: Implemented Master macro.
  • Target Finder: Implemented Priority Target and anchor reorient delegate.

Next Steps

  • Fix issue with targeting on Macro Scenario.
  • AI: Wander Path Marker.
  • Shrine: Anchor forward should be directed in the direction of SpawnPoint forward.
  • AI: Errating targeting, AI does not stick to the target until out of range or the target is dead instead keeps switching to closest object – Continue
  • Investigate if AISpawnManager/RPC ActivateSpawnPoints can be combined (One activates unit, the other play portal effect – Continue

Progress Update #5

Masters Of Conquest

Latest Improvements

  • AdminTools: Selected AI, set target PathMark action.
  • AI: Reorient Self.
  • AI: Circle walk.
  • Anchor System: Anchor; NetworkAI; AI controllers started.
  • Anchor Spawn: Implement AdminTools action, Shrine hookup.
  • Anchor: Reorient self.
  • AdminTools: Anchor orbit.
  • AI: Walk animation.
  • Dragon Anchor set up.
  • Spider Anchor set up.

Next Steps

  • AI: Restore targeting system.
  • Shrine: Anchor forward should be directed in the direction of SpawnPoint forward.
  • AI: Errating targeting, AI does not stick to the target until out of range or the target is dead instead keeps switching to closest object – Continue
  • Investigate if AISpawnManager/RPC ActivateSpawnPoints can be combined (One activates unit, the other play portal effect – Continue

Progress Update #4

Masters Of Conquest

Latest Improvements

  • AIPath: Sets up markers, their colliders and relevant behaviours.
  • AIPath: NotifyAI when PathMarker and AI collide
  • PathMarker: Detects when the AI is on top and delegates action.
  • PathMarker: At collision event OnAIArrivedAtPathMarker
  • AI: Get Closest Marker.
  • AI: OnArrivedAtPathMarker
  • AdminTools: AI action ReorientSelf, face a random marker.
  • AdminTools: Added scenario to set up AI for orbit behaviour.
  • MasterState: Stores dictionary of AIPaths indexed with GameObject.

Next Steps

  • AI: Errating targeting, AI does not stick to the target until out of range or the target is dead instead keeps switching to closest object – Continue
  • AI: Develop path walk – Continue
  • Investigate if AISpawnManager/RPC ActivateSpawnPoints can be combined (One activates unit, the other play portal effect – Continue

Progress Update #3

Masters Of Conquest

Latest Improvements

  • TargetFinder: Fixed issue with targeting undetectable structures.
  • Shrine: Added circular progress bar, graphic and functionality.
  • Shrine: Added OnSpawnPointActivated delegate.
  • Shrine: Got rid of genAIList, setAIList and falAIList and transitioned to PlanetState Pool functions.
  • AI: Orbit/path command start.
  • AdminTools: Added AI OnSelected menu.
  • PlanetState: Integrated orbit marker.
  • PlanetState: Generate AIPath, circle.
  • PlanetState: Detect closest point on the path, chnage marker color.

Next Steps

  • AI: Errating targeting, AI does not stick to the target until out of range or the target is dead instead keeps switching to closest object.
  • AI: Develop path walk.
  • AI: Implement toggle for disabling targetting behaviour.
  • Investigate if AISpawnManager/RPC ActivateSpawnPoints can be combined (One activates unit, the other play portal effect)
  • AI: On marker collision reorient AI to face next marker in path and move forward

Progress Update #2

Masters Of Conquest

Latest Improvements

  • Vertex Painter: Prefab Brush improvement, auxiliaries will now be properly aligned with the planet surface
  • Vertex Painter: Last used value will now save (radius, count, asset)
  • Vertex Painter: Cluster behaviour and location marker will now be added when prefab brush is used
  • Shrine: Prefab work, material consolidation, spawner points transform cleanup
  • Shrine: Reworked the way spawns happen, countdown instead of counting up
  • Admin Tools: Added Genesys and Fallen to Populate Pools command roster
  • Admin Tools: Scenario Runner functionality for Shrine Clusters (1 – Simulates Undetectable property test, 2 – Simulate rapid free for all, useful for future AI balancing)
  • AttackableStructure: New attackable type for shrines
  • AttackableObject: Undetectable property added, AI should not attacked shrines with this property on in some cases

Next Steps

  • AttackableStructure: AI does not always drop target when IsUndetectable is on, need to develop a way to toggle betweem states, suspecting issue happening when AI transions away from attack state
  • AttackableStucture: Vampires should not attack shrines when Shrine is undetectable
  • Revisit and possibly remove genAIList, falAIList, setAIList in Shrine.cs
  • Add overhead time_UntilNextSpan indicators to shrines

Progress Update #1

Masters Of Conquest

Latest Improvements

  • Updated source code to Unity 5.5
  • Locator: Mini AI objects now have names (useful for cross-referencing with spawned NPCs)
  • Locator: Fixed ghost mini AI
  • Locator: Fixed SouthMark rotation
  • FPS display: Text color change
  • New Feature: AdminTools
  • AdminTools: Added OnSelect functionality detection for Shrine and FallenPool
  • AdminTools: Added Shrine Menu: RaiseShrineType, SpawnOne
  • AdminTools: Added FallenPool Menu: Repopulate Pool (useful for redoing the pool object after NPC gameobject is modified)
  • AdminTools: Scene Selector (shorcut for scene switching, game should always be started with MainScene, doing otherwise leads to ghosting behaviour when Locator is in special marker mode)
  • AdminTools: Kill all AI
  • AdminTools: AI movement toggle

Next Steps

  • AdminTools: Shrine Invincibility toggle (need feature to test whether AI prioritize attacking other AI over attacking shrines)
  • AdminTools: OnSelect functionality detection for Cluster objects (Spawn all shrines)