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Project: Zombie Swarm
Project Started: 28th November, 2009 Last Update: 29th October, 2011
Project Owner: Sumo148 Project Members: izac CakeSpear
Project Type: Online Zombie Survival Project Progress:
More Info: http://www.martin2k.co.uk/forums/viewtopic.php?f=19&t=234 Faves: 17

Back on track
Posted 15th Aug 10, by CakeSpear  
Hey all, I'm back on track and have made a lot of progress, which will be posted below. As i already may have mentioned i have had a lot of studying and exams in the past which have taken up a lot of my time. On top of that my right lung collapsed and i was hospitalized for some time. I am out of the hospital and feeling fine. My apologizes for any delay this must have caused. Well, enough excuses, lets see the progress.

I had planed to make 3 separate applications which would be merged when completed, and form the fundamental for the Zombies Intelligent behavior. The applications are; Perception( making Zombies able to see and hear ), Movement( making Zombies able to move and collide with world objects, like walls, and other Zombies ), Pathfinding( making the Zombies able to determine paths and navigate through maps ).
The Perception has by far been the hardest and trickiest one to create, i have spend loads of time analyzing it and even reworking it from scratch several times.
The Perception app and Movement app are complete and merged into the Master Application, demo below. My solutions in the app are very minimalistic, raising the Object Count only by 2 for each zombie inserted into the app. I have also programmed simple 'placeholder' behaviors associated with zombies Sight and Hearing. The thickes walls are also marked as 'Soundbarricades', meaning sound cant penetrate through it.

( Mouse left click = place radio which emits sound, Mouse right click = make all Zombies chase the mouse, move Player Object with arrow keys ).
ZombieAImasterV1.2DEMO:
http://dl.dropbox.com/u/3537859/ZombieAImaster%20v1.2DEMO.exe

As i believe i have stated earlier, i have now remade the FSM( Finite State Machine ) to fit with the new understanding of how the zombies shall behave. This new FSM is much more complex than the original one, and should accounts for every possible situation. It was so complex in fact that i had to divide it into two charts. There are a total of 10 different States Zombies can switch between.
UPDATE 18.aug.2010
I have replaced the old FSM charts with new ones. I have corrected a few flaws i found in the old design and added some stuff too. The old version is no longer available for download.

ZombieFinitStateMachine1, accounts for everything except; getting shot, destroying barricades, breaching windows.
Image


ZombieFinitStateMachine2, accounts for; getting shot, destroying barricades, breaching windows.
Image

*Yellow boxes are States
*White boxes are Conditions, which acts as trancitions to other States if True
*Green boxes are Actions
-Green arrows should be followed when a Condition is True
-Dotted arrows are transactions to the State nr written at the end of the dotted line

Although i do see the possibility of maybe having to change or alter the FMs slightly, this should resemble the final logic of the AI and not change radically.

Posted by Shiru 18th August, 2010

Your schemas are impressive. I was kinda lost at first but now I can understand. Good work .
 
Posted by s-m-r 27th August, 2010

Hope your health stays on the up-and-up! A collapsed lung is no joke. Take care, and we're all wishing for your success on this project, Sumo!
 
Posted by Sumo148 29th August, 2010

Thanks
 


 



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