Update 3 - 7 Hours In
Rudimentary Soldier AI, Lantern Mechanics
I've not had a lot of time between work and my masters, but I worked on the soldier AI and added some basic lantern mechanics.
Soldier AI
I wanted to get some wandering in, so I created an AI object that wanders around a certain point. This will be important, because I want the soldiers to stay in the general area where I put them, but don't want to force their movement.
The pseudocode for the AI looks like this.
if we don't have a destination around our target... Update our idling time If our idling time has run out... Get our target position Calculate a random position (X and Z, no flying soldiers here) Set the navmesh agent's new destination if we are close to our destination (based on sqrMagnitude)... Clear our destination Pick a random time to idle
I also started playing with textures that my wife watercolored. Textures are hard to get right. I'm going to have to learn a lot more before they start to look presentable.
Lantern Mechanics
I also added some basic lantern mechanics. Based on how high the lantern is held, the light level and collider distances change. I will definitely have to tweak the distances, but this will enable me to add some soldier specific logic.