tl;dr: Last week I wrapped-up interviews and accepted an offer! I also did a little work refactoring bot is-active state and adding the Konami code to my websites.
What happened last week?
- I wrapped-up interviews and accepted an offer!
- I'm going to go work for Bungie!
- I'm being hired as a Senior Gameplay Engineer.
- I'll be working on the AI in Destiny 2.
- That means I'll be working on the movements, behaviors, and abilities of the enemies.
- I'll start on August 1st, so I still have a few weeks to wrap-up work on Meteor Power and my Godot frameworks!
- I refactored how bot command and is-active state is updated in Meteor Power.
- My old logic was quite brittle, was updating a lot of redundant state, and was incorrectly handling some important edge cases.
- For example, I was treating some commands as finished when a bot reaches the collider for a target station, but was then still considering the bot as "active" until they reached their navigation destination point, which was a little further into the station collider.
- Inconsistency like this leads to all sorts of interesting bugs.
- I added the Konami code to my websites.
- Try it out here!
- (It only works with a keyboard.)
- ↑ ↑ ↓ ↓ ← → ← → B A
- (Turn your sound on.)
- Source code
What's next?
- Write another post on my experience with this round of interviewing.
- Hook-up the barrier bot.
- Wire polish.
- Make the collision shape more accurate.
- Add a snapping animation.
- Meteor polish.
- Make meteor waves be localized, so only certain parts of the map are in danger at certain times.
🎉 Cheers!
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