KO DamageRangeCoverPickups A TACTICAL FIGHTER Risk Own Damage Opponent Damage.

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Presentation transcript:

KO DamageRangeCoverPickups A TACTICAL FIGHTER Risk Own Damage Opponent Damage

Physics Everything is force-based, from character and AI movement to collisions and attacks. All objects are rigid bodies. Pathing An invisible grid of nodes tracks obstacles and combatants with overlap testing, and the AI paths to the player with A*. Steering The AI will prioritize pursuing and attacking the player (so far, all it will do, which is very formidable). HSM&AI The AI is reactive continuously pursues and attacks the player, traversing multiple state levels. The full hierarchical state machine exists, but is largely untested and not fully implemented. Camera The camera will smoothly adjust its distance and rotation based on how close the player is to the AI. It is switchable to a smart follow camera that will rotate in the direction of your motion. TECHNICAL CLOSE COMBAT

Dystopic, digital atmosphereVirtual, cybernetic, and chilling battlefield“Final Destination” boss arena A DARK FUTURE