i gave up on that for some reason,
I learned alot about inheritance and more things of farseer,
and I feel like now i could go back and do it quite easily(Except for damn map creation and xml, still working on that)
But for DBP I am making a stealth shooter,
I rushed into it before so i scrapped EVERYTHING and started from the beginning,
so far its going much better cause im focusing on one part at a time,
I didnt realize how much there was in just one part, so i was just scatter brained,
ya know do this, o did this too, i will do this as well, I am realizing that doesnt work well for me.
My main problems that I am trying to figure out is how I am going to do enemy AI,
i had implemented fuzzy logic for wandering, alert, and attack, but i culd not for the life of me get the vision to work correctly
I want to have a eye sight field and a sound field,
that respond to the soundstate and visibility state of the player,
the problem is I have no clue how to form the fields.
I want them to be dynamic perceptions, this means barriers and things can get in the way and block certain things.
This is very hard haha : )
There are two ways I can go about it (to my knowledge)
making an emitter of particles, attatch one to every enemy, and have them end their term if they collide with anything I want them to,
then check for collisions with the player and run certain AI code.
some kid on xna forums suggested i do bresenham lines,
i looked them up and the idea behind them are very good,
but I have no clue how to implement one, and it doesnt seem like it would be able to support a cone of vision.