Fighting Mongooses 4

This if my first project using Unity3d. I’ve made a few games (two platformers and a golf game) using XNA, as well as a MUD-engine, pong a couple times, minesweeper, and other smaller games in the past.

Fighting Mongooses 4 is going to be a city-building game where you do not play a ‘god’ character. You are an actual participant/citizen of the city that is being built. My target aesthetic for the time being is an old-west or late 1800s. That aesthetic is not really viewable yet, I only have some very basic things done. Here is a video showing some of what I have done so far, sorry for the quality!

In the video you can see me running around the world. The terrain is generated using Perlin noise, and there are about 22 thousand randomly placed trees. All the trees are collidable, and you can left-click them to chop them down. After a tree has fallen you can right-click it to pick it up.

You can also switch to an overworld camera that serves as a traditional city-builder/RTS view. In this view, all you can do currently, is define an area where you want NPCs to clear trees. There’s still a lot to be done!

Made a new video with some updates. You can now define stockpiles where the NPCs will drop off their inventory. In the video you can see a stockpile being created, and then a bunch of NPCs chopping down trees and bringing them to the stockpile.

I’m not much of a 3D modeler/animator so the NPCs are just white capsules for now. I’d also like to make it so the NPCs have to chop the trees up into smaller pieces, and then drag the actual gameobject to the stockpile instead of just adding them to their inventory.

I have re-written the AI system since the last post. I picked up “Programming Game AI by Example” by Mat Buckland and learned a lot. So far, the NPCs are using the ‘Arrive’ and ‘Separation’ steering behaviors.

Seems the AI is doing a good job! Good luck with the game!