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Gooeys move all at once #28

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2 tasks
jdrueckert opened this issue Oct 29, 2020 · 1 comment
Open
2 tasks

Gooeys move all at once #28

jdrueckert opened this issue Oct 29, 2020 · 1 comment
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Type: Improvement Request for or addition/enhancement of a feature

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@jdrueckert
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At the moment, the Gooey's stray behavior has the following movement sequence

{
  sequence : [
    set_target_nearby_block,
    move_to
  ]
}

This, in comparison to the movement sequence of the stray behavior from Behaviors below, results in all of them moving at once instead of some of them staying where they are sometimes.

{
  sequence : [
  {
    set_target_nearby_block : { moveProbability: 65 }
  },
    move_to
  ]
}

To allow for a more homogeneous feel to how they behave, a move probability should be introduced similar to the one in the Behaviors stray behavior. If the behaviors are more or less equal, consider simply using the stray behavior from Behaviors instead of having a duplication here.

To further improve the Gooey's movements, a random angle for the facing direction on spawning could be introduced much like in WildAnimals to further randomize the situation. According to @casals there might be something related either in Behaviors or Pathfinding

Action Items

  • add move probability (consider using Behaviors stray behavior)
  • add random spawning angle
@jdrueckert jdrueckert added the Type: Improvement Request for or addition/enhancement of a feature label Oct 29, 2020
@casals
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casals commented Nov 9, 2020

Apparently, all common behaviors (assets/behaviors/common) in this module are the same as their equivalent from Behaviors. I suggest adding a housekeeping task to this issue (or one step before, so we don't kill the issue by referencing it), so we can have 1:1 comparison with the Behaviors:stray behavior before tackling the actual problem.

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