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Sehven
10-20-2014, 03:43 AM
http://www.lbpcentral.com/forums/attachment.php?attachmentid=49685&d=1418544585

My first project in LBP3 is going to be the thrilling conclusion to the Jedi Arts trilogy! I intend to pull out all the stops using everything I learned from my two previous levels.

In case you haven't played the others (why haven't you played them?!), the first was purely melee combat using lightsabers, floaty physics and a lot of mid-air combat. The second added force powers (push, pull, and double jump) and featured a smaller setting (more friendly to local multiplayer) and the ability to score kills by ring out. Both were versus levels but included A.I. bots so that lone players wouldn't be left out and both concluded with boss battles (Darth Vader in the first and General Grievous in the second).

The new one will be set on Tatooine and will take place on Jaba's hover barge things over the Sarlaac....

[edit 12/7]: The new game will be set on Dagobah. See the more recent post below (http://www.lbpcentral.com/forums/showthread.php?92183-Jedi-Arts-3-Dagobah-working-title&p=1204911&viewfull=1#post1204911) for more details.

A few features that will be present:

Simple "pick up and play" controls
More dynamic and interactive background: NPCs taking shots at players, ships moving around within and between layers, combat can occur above or below the deck of Jaba's large barge, force powers will influence the surroundings (pull or push smaller ships, sarlaac tentacles)
More advanced combat (if possible while keeping the controls simple) such as the ability to throw lightsabers or other special moves
Force pull will be able to move opponents across layers and force push will also work across layers


Things that I wasn't able to fit into the previous games but would like to this time if I can:

Lightning attack [as of 12/14 it's built and working as planned] and other powerups
More distinct advantages/disadvantages between the single and double bladed sabers so that play styles will be different but balanced
More balanced boss fight: it might have been possible to defeat Vader without dying but it would have been a slow arduous process and I'm pretty sure it was impossible to survive all the way through the Grievous fight; I'd like it to be possible, albeit difficult, to make it through the boss fight unscathed if the player is good enough.
I'd like it to be clearer to players what is happening: for example, if the players weren't on the right side of the map when Grievous' ship crash-landed, they had no idea where he came from
I tried making a small flying droid the player could land on and pilot (like the one Anikin landed on during the battle with Obi Wan on Mustafar) but I couldn't make it work. I'd like to get that working this time.


Oh and, yes, there will be a boss battle. I'm not prepared to spill the beans on who he/she will be until I've determined it will actually work the way I want and be fun to play against but I'll just say it will be a little different from what has come before.

[edit] Just saw a post that explained how an opacity tweaker could be used on a player. If this is present in the final game, it'd be cool to include a "force ghost" powerup. If a player picks up this powerup, they'd retain it until their next death, at which point instead of disappearing and respawning, they would go semi-transparent and glowy. They'd be immune to force powers while in the ghost state and would require three hits to kill but their health would not recharge between hits (in Jedi Arts 2, players required two hits to kill but if they took one hit and weren't hit again within 3-4 seconds, they'd recharge). After the ghost is killed, they'd respawn as normal. Maybe even include a voiceover when the powerup is picked up: "Strike me down and I shall become more powerful than you could possibly imagine."

496854968649687

DominationMags
10-20-2014, 04:45 AM
Nice to see you again, and even nicer to see you're continuing one of my favorite series from the past LBP games. :p

So far, that sounds sick. The idea of forcing people into a sarlacc pit satisifies something within me. :kz: Maybe you could (instead of just Jedi) add a few other characters like Boba Fett (jetpack/rockets) or Han Solo/Lando, etc? Would be super sweet.

Mark3y_man
10-20-2014, 10:21 AM
May the force be with you

Razortehkill
10-21-2014, 01:21 AM
Oh wow i have to go replay your old levels now cant wait for the 3rd

Sehven
10-22-2014, 08:04 PM
Maybe you could (instead of just Jedi) add a few other characters like Boba Fett (jetpack/rockets) or Han Solo/Lando, etc? Would be super sweet.

Do you mean as playable characters or npc's? I'd like to keep the playable characters as Jedi but I have given some thought to other characters. And yes, Boba will make an appearance but I don't think I'll make him the boss fight.

Sehven
11-22-2014, 07:27 PM
Update time!

So I've had LBP3 for a few days and I've starting tinkering with the lightsaber as a proper powerup. Here is its current state:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49554&d=1416686781

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49555&d=1416686908

So far it's just a fancy looking stick that doesn't do anything but I'm working on building it into an actual functional powerup. There's a problem though: because the powerup is stuck to Sackboy's hand which is controlled by the Right stick, the saber deflection mechanic will not work in this state. I do have some ideas to resolve this however:

Attach the saber to an invisible material with a bolt. The invisible material is the handle and the saber can pivot on it. Apply the same logic to the swiveling saber as what I've applied to the old sabers in LBP2
Make the saber powerup purely cosmetic and disrupt the right stick's connection to sackboy's hand. Use the exact same lightsaber from my previous levels but make it invisible and configure logic so that sackboy's hand and saber follow the invisible saber


I haven't tried either of these methods so I'm not sure what the results will be. Mostly I wanted to show off the current saber for now, but I will be pursuing both of these methods and any others that come to mind to figure out the best way to make this work while keeping or improving upon the mechanics of the previous levels.

In other news: I've been inspired by some of my failed experiments and some of the things I've observed in LBP3's story and tutorials. Possible inclusions based on these (if I'm able to implement them):


Powered up sabers. These would be powerups that the player could obtain that would have various effects: a slower saber that's more difficult to pary and kills in one hit or a faster one.
Varying effects for powered up sabers: one of my experiments involved fog material and it made a really cool dark effect to the saber. It wasn't good enough but I'm going to explore the possibility of a "darksaber" with a dark background and dark tracers and a blacklight (purplish) color.
New force power: shockwave. Basically force push but it goes in all directions and affects everything, not just other players. Can only be done while on the ground and stationary with the saber sheathed


That's it for now. The saber tech and visuals will probably take some time so it's unlikely that there will be much progress on the level for a while. Let me know what you think and if there are any suggestions for improving it or if anybody has other ideas for the saber mechanics that I haven't mentioned.

Sehven
11-27-2014, 04:40 PM
Don't know if anybody is following this thread but time for another update.

Alas, as cool as it looked having the saber actually gripped in sackboy's hand, it was not to be. Once it's an actual powerup, it's completely dephysicalized and doesn't respond to rotators or any other method of overriding its angle or position. Also, sackbots can't hold blaster handle powerups so I couldn't just use bots with logic to override their right hand control. The result is that a saber can only be physically gripped by a for-real sackboy and there's no way to make them deflect off each other so there'd be no fencing at all.

Now for the good news. Since going back to the floating saber technique (I'm still working on trying to get it to follow sackboy's hand more accurately so it at least kinda' looks like he's holding it), I've had a eureka moment. LBP3 contains a physics tweaker than can turn collisions off for everything except certain tags, which means I can make a physical blade in the saber that will pass through anything except for another saber blade so that the fencing should be more accurate than in previous Jedi Arts games.

Also, as a side note, I've unlocked more decorations and figured out how to use the decoration mount to more accurately position and scale decorations so the new handles look much better than the one pictured above.

I'm working on logic to enable a saber throw move. The saber will spin away from the player, who will be able to control its movement via the right thumbstick. If the saber is deflected, it will immediately begin moving back to the player but they'll still be able to steer it. If it takes a hit on the handle (not the blade) from another player's saber on the return trip, it will turn off and drop to the ground and the player will need to get to it or at least close enough to use force pull to get it back. If another player gets to the vulnerable saber before the owner, it will become theirs and they'll have two sabers while the original owner will have none, making saber throwing an extremely risky move. There is hope, however: R2-D2 will appear and dispense a new lightsaber whenever there's a player who doesn't have one.

I'm also planning on all of the jedi powers and lightsabers being contained on a single broadcast chip that will be given as a prize for completing the level. What this means is that anybody who receives the prize will need only slap the chip down anywhere in their level to fully enable all force powers and lightsabers for all sackboy players (sorry, Toggle, Swoop, and Oddsock: you don't get to be Jedi).

I'm also giving some thought to changing the setting. I've experimented with a desert background and the sabers just don't look as flashy without a darker background to contrast with. I'm considering Dagobah or Cloud City (evening). Dagobah could make for some fun multi-layer gameplay and I could rig up some sort of bat creature (swoop) that the player could land on and ride. While riding a bat (mynock?), the player could control it and essentially become a flying death saber nightmare (though a hit to the bat from another saber would kill it, leaving the player without a ride). The same thing could be done in Cloud city with cloudcars.

Ok, I'm rambling. Time to shut up and get back to work.

[edit] Just saw the new Episode 7 trailer. Looks pretty good but no, I'm not going to do that goofy style saber the bad guy pulled out.

[edit again] So I've run into some pretty serious setbacks. The physics are a bit wonky and for some reason (probably a bug), occasionally when the player spawns, the left/right control on the right thumbstick will be reversed on the lightsaber. Also, I've discovered that when a player dies, they're not really gone for about a second or two, which means their saber doesn't disappear right away. The end result is the little test course I slapped together and tested with my wife was completely unplayable, so I'll probably be starting over on most everything.

Sehven
12-07-2014, 07:00 AM
Time for an update.

I've built the lightsaber and it's nearly fully functional now: just need to work out a minor issue where it spins when Sackboy moves (especially jumping/landing) and I'll need to do some play-testing (hard to do since I don't have PS+ yet and the online portion of the game is so buggy that it's basically unplayable - here's hoping that gets fixed soon). Unfortunately, due to the limitations between sackbots and blaster-handle powerups, the sabers are essentially the same as they were in the previous Jedi Arts' though they at least fit together more nicely (the blade is round and actually fits inside the handle).

I've abandoned Tatooine: it was just too bright and it completely ruined the visuals of the lightsabers. I've moved on to Dagobah instead. Here's a screenshot of what I've got so far.


http://www.lbpcentral.com/forums/attachment.php?attachmentid=49650&d=1417937857

It still needs a lot of work before it's fully playable (there are places where you can get stuck) and I want to add a few more places to go. I found that Jedi Arts 1 was unplayable with local multiplayer because players would spawn offscreen. Jedi Arts 2 resolved this problem but the result was a level that was too small. I'm working to take advantage of all the extra layers to try to get the best of both worlds: plenty of play area but able to all fit on screen at once.

I might try to add in Yoda's hut but right now I'm not sure where I could fit it. Have to get rid of something first.

I've built a bat-creature out of Swoop and made him rideable. I've still got to work on the multi-layer thing (Swoop doesn't have the ability to layer-shift in the air) but I must say it's fun swinging a lightsaber from a flying mount. The idea is these creatures will just kind of be hanging around and maybe even attack you but you can capture one and ride it around. I'm not sure how I'll handle the health thing when riding Swoop. Maybe I'll just make the player's hit-box include Swoop or maybe I'll make it so you have to kill Swoop before being able to damage his rider. The big problem here is that, when attacking from above, you're naturally going to have a shorter reach so your opponent will have little difficulty hitting your mount before you hit them. Thoughts?

So, when the plan was to do Tatooine, I was planning on having the boss fight be the Rancor, but now I'm thinking I'll try to build Yoda for the boss fight. I'm also going to try to make him a little easier than General Grievous was in Jedi Arts 2. I'd also like one of his attacks to have something to do with lifting the X-Wing out of the water: I'm just not sure what he'll do with it once it's out. It's facing away so it can't shoot. Maybe it'll explode and he'll throw the pieces at the players?

Unfortunately, the earliest this level can possibly be finished won't be until after the DLC issues have been fixed. All of my Jedi and Sith costumes require DLC that isn't available on PS4 yet and I also use the attract-o-tweaker from Muppets for the force pull and for some of the visual effects for other force powers. Hopefully online will be fixed by then too so I can do some four-player testing.

49650

Metalzoic
12-09-2014, 03:47 PM
Interesting read and the atmosphere of your level is awesome!
I'll have to check out your previous ones.

Sehven
12-14-2014, 07:37 AM
Some screenshots of the updated layout. Needs a bit more fleshing out around the narrow path but I'm pretty happy with everything else.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=49685&d=1418544585
http://www.lbpcentral.com/forums/attachment.php?attachmentid=49687&d=1418544593
http://www.lbpcentral.com/forums/attachment.php?attachmentid=49686&d=1418544589

As you can see, I've added Yoda's hut and made it so the player can enter it. Gameplay-wise, there probably won't be much reason to go inside but it's fun to add in some scenery. I used slides to build the exterior so I could make it more rounded.

If you really squint at the first screenshot, you may be able to see Swoop in one of the trees in the upper right corner. The player will be able to ride him. I'd like him to be hostile and able to harm the players but we'll have to see how robust my A.I. programming skills are. The force pull will double as a Jedi Mind Trick in Swoop's case, causing him to become docile and land near the player so they can mount him. Because Swoop tends to mostly fly in one layer and this level has many layers, I've given him a layer-changing mechanic: he can be shifted to the back cluster of layers, the middle cluster, or the foreground cluster. I plan on setting him to auto-layer shift to track opponents but only if his rider's saber is drawn and he's moving toward the other player: that way it should only happen when the player actually wants to attack.

I've built the lightning powerup. It will be a pickup and will be good for five shots about one second long each. It has quite a bit of reach and it will essentially behave as a really long lightsaber except that, instead of clashing with sabers, it will be cut short if it comes in contact with a blade. This way it's powerful but not inescapable if the opponent is able to block it.

I've added an omni-directional force push. It goes out like a bubble and pushes anybody nearby away. It's limited in that it can only be performed while the player's feet are firmly on the ground, it has a short windup, and it will disable the player's saber and movement for its duration so they'll be vulnerable during the windup.

All vertical surfaces can be wall-jumped. Unfortunately, holding down R2 or L2 (R2 is the saber button) prevents wall-jumping so I may remap the saber to R1.

The next thing I want to work on is the ability to throw lightsabers. As they're currently built, I'm not sure it's possible: though the handle can't actually be placed in Sackboy's hand, they are a powerup, which means that it won't be possible for another player to steal your lightsaber: once you die or equip a new saber, the old one will just disappear. Still, I like the idea of a risky move, so I'll probably be adding in the throw, but instead of other players being able to steal it, they'll just be able to destroy it.

I've tested the player opacity thing and it does work so there will be a "force ghost" powerup. Once the powerup is obtained, Sackboy will behave like normal until his next death, at which point he will become a ghost, will have 3 hitpoints (non-recharging), and will be immune to force push and force pull, but will be unable to pick up other powerups or ride Swoop until his next death. After the ghost is killed, he'll respawn as a normal player again.

Sean88
12-14-2014, 10:44 AM
Hi Sehven.
I think your level idea is a fantastic one mate, I have always been a star wars fan since the first movie (Yes, I queued to see it lol)
May I make a constructive observation. I love the lightsaber designs and whole general ideas you have going, however, I notice that the
sabers are bigger than the players... just an observation and a suggestion, hope you don't mind... Why not make the players size bigger, just
that way the sabers would 'feel' more scaled. JMO my friend :)

Cydaddy
12-14-2014, 11:36 AM
Hi Sehven.
I think your level idea is a fantastic one mate, I have always been a star wars fan since the first movie (Yes, I queued to see it lol)
May I make a constructive observation. I love the lightsaber designs and whole general ideas you have going, however, I notice that the
sabers are bigger than the players... just an observation and a suggestion, hope you don't mind... Why not make the players size bigger, just
that way the sabers would 'feel' more scaled. JMO my friend :)
Sean88!!!! Buddy!!!!

Sehven
12-15-2014, 06:14 AM
Why not make the players size bigger, just
that way the sabers would 'feel' more scaled. JMO my friend :)

I don't mind at all and I'll definitely give it some thought. I haven't done much play testing due to the complete lack of networkability and my reluctance to purchase PS+ until the network issues are resolved, but I may find during play testing that the long sabers (they're quite a bit longer than in previous Jedi Arts) don't play well. I'm not as worried about authenticity as I am with making it fun. If it feels more fun to have longer sabers, I'll stick with them, but if it feels more fun to scale them down, I will.

I can't scale the players up. I'm using broadcast chips, not sackbots, and if I set the players to spawn as upsized characters, they won't have their own costumes. The only choice would be to scale the sabers down. It might come to that, but I'm reluctant until I've play tested because it means coming pretty close to building them from scratch. I've deliberately held off on building the double bladed sabers, though, until I'm satisfied with the standard saber size. I'm also experimenting with special power-up sabers with different properties such as longer/shorter blades, more power (one hit kills or just a stronger swing to bat other players' blades away), and different visual effects.

Tiny update: I'm testing the force ghost powerup and it's going well, though I'm finding that I can't remember at all how my health microchip works so I'm having a heck of a time tweaking it to remove the recharge and add an extra hitpoint.

julesyjules
12-15-2014, 12:17 PM
I can't scale the players up. I'm using broadcast chips, not sackbots, and if I set the players to spawn as upsized characters, they won't have their own costumes.

So what swung it for you to go the broadcast route? I'm still getting my head round the options of both.....

Sehven
12-15-2014, 06:52 PM
So what swung it for you to go the broadcast route? I'm still getting my head round the options of both.....

Bots have always felt awkward to me. They were nice and I was very happy to have them when LBP2 came out but the whole thing where you slap a follower and a controllinator on a piece of holo/sticker and so on seemed cumbersome. That, and I was so excited at the prospect of actually placing the lightsaber into Sackboy's hand that, by the time I found I couldn't actually do that without completely compromising what my lightsabers are and what they can do, I had already written off bots. I still use a hand-held powerup but the lightsaber has a follower on it to track the invisible bit of sticker that Sackboy holds. This way it more accurately follows his hand than in my previous levels even though it's not as good as if he actually holds it. It also means it instantly disappears when Sackboy dies instead of lingering until he's "all the way dead" like my previous sabers did (if you got burned to death by Grievous or squished, your saber was still there for a couple of seconds and still responded to controls).

Bots vs. characters comes down to a few things:
1. Characters can hold blaster handle powerups and can use the sack pocket. Bots can't. Characters can also use the grapple claw, jetpack, etc.
2. Getting a score giver to correctly award points seems easier with a character.
3. Bots can be resized and can have their controls remapped or interrupted.
4. Both can have logic placed on them that responds to controller inputs, though characters rely on the "closest player" controllinator setting so you need to be careful that it actually activates closer to the correct character than any others.
5. Bots can have an attract-o-tweaker placed on them. Characters... well, it can be placed but it doesn't do anything.

Ultimately I just felt it was neater using characters and I like the idea that there's a single microchip that turns all of the players into Jedi. (Turns out it's not quite that simple: it now takes two chips, a powerup pedestal and a follower that carries the lights and attract-o-tweaker effect, and separate spawn gates set to each of the team colors with tags that tell the player's chip which player they are as soon as they spawn). There are still a few issues that I need to work out that wouldn't be a problem with bots: Spawning from checkpoints means I actually need to place the checkpoints somewhere and there's an issue where powerups don't like to teleport with Sackboy if the teleportation is anything but instant, but I can work around those.

piggabling
12-15-2014, 09:27 PM
This looks great. I hope everything works out and you can get it out soon, so I can play it while I have LBP3 access over the holidays.

It's nice to see the development log too.

To second julesy, how are the broadcast chips to work with? I only had a few days to play with them before I had to leave my PS4 behind...

Sehven
12-15-2014, 10:26 PM
To second julesy, how are the broadcast chips to work with? I only had a few days to play with them before I had to leave my PS4 behind...

I really like them! Not just for characters: I built a force lightning powerup made of small segments so that the lightning will only stretch out until it hits a lightsaber blade (in Episode II, it was shown that a lightsaber could block force lightning). The logic for detecting sabers is somewhat complex because there are four different tags it has to check for (one for each player and I'll need to add more once I start programming the A.I. bots) but it also has to ignore the owner's lightsaber tag. Using a broacast chip allows me to create a complex chip once and apply it to all of the segments at once and I can make a single edit that affects all of them. I still have to place logic on each segment to intercept the signal and actually turn the hologram on/off but I was able to make a simple chip for each segment and the complex one only once. Because you only have to change one chip, it makes trial and error editing so much smoother.

piggabling
12-16-2014, 01:20 AM
I really like them! Not just for characters: I built a force lightning powerup made of small segments so that the lightning will only stretch out until it hits a lightsaber blade (in Episode II, it was shown that a lightsaber could block force lightning). The logic for detecting sabers is somewhat complex because there are four different tags it has to check for (one for each player and I'll need to add more once I start programming the A.I. bots) but it also has to ignore the owner's lightsaber tag. Using a broacast chip allows me to create a complex chip once and apply it to all of the segments at once and I can make a single edit that affects all of them. I still have to place logic on each segment to intercept the signal and actually turn the hologram on/off but I was able to make a simple chip for each segment and the complex one only once. Because you only have to change one chip, it makes trial and error editing so much smoother.

Okay, I can see how that could be of great use. I've got to take a close look at those. I can't wait to have a couple more days to play around with this new logic.

Good luck with the project. I'll keep checking in!

Sehven
12-18-2014, 02:42 AM
Well I've been putting it off 'cuz it's going to be a beast, but I suppose it's time to start working on A.I. Wish me luck: I've never tried programming A.I. for a level with geometry this complex.

I've got force pull, force lightning (powerup), force ghost (powerup), and an short range omni-directional push implemented. I need to add in the directional push but I've already got the logic from Jedi Arts 2 so all I need to do is try to improve the visuals and paste it in. Directional push will be mapped to the left/right directions on the d-pad like they were before and omni will be mapped to down on the d-pad. I think I'll map powerups to the up direction. Still not sure how I'll set up the control for throwing the lightsaber but I've still got L1 with nothing mapped so I should be able to come up with something.

I could use some suggestions. I've got one active powerup (lightning) and one passive (ghost) but I would like to add more. I'm not sure what other powers would be appropriate for Jedi though. I've already rejected the idea of mind trick because nobody likes having their controls messed with (though force pull will work as a mind trick on the Swoop-bat things). What other powers would you like to see? I'd given some thought to making the double bladed saber a powerup, but I think people would probably rather use it for the entire game instead of needing to pick it up each time. I've also given some thought to special sabers that can be picked up: I'd like to make a "darksaber" that uses a black non-reflective core surrounded by purplish red light but I'm having trouble pulling off the visuals. I have no interest in the handguard saber from the Episode VII trailer so that's out... maybe. I've considered a firesaber but it doesn't look Star Wars at all.

Thoughts?

Cydaddy
12-18-2014, 06:28 AM
You should make Plakoon as an a.i. or playable character. Plakoon has been my favorite Jedi ever since I saw his sexy crustacean looking face. Btw Jedi Power Battles was the best Star Wars Game ever. I'm super excited about the new battlefront tho, it's going to be amazing. I think it should be called Battlefield: Star Wars tho

Sehven
02-25-2015, 04:03 AM
It's been a long time since I updated. A lot has changed. I've thrown out and rebuilt the level twice: the first time because it was too awkwardly designed to be playable and the second because it was too convoluted for the A.I. (theoretically, I could've programmed them to be able to handle it but it was a nightmare and I wasn't having any fun at all, so I decided to redesign to be more A.I. friendly).


http://www.lbpcentral.com/forums/attachment.php?attachmentid=49815&d=1424839187

On the right is a cave modeled after the one seen in the movie. There weren't any wide shots in the movie so I just kinda' winged it but there was definitely a stone doorway so I included that.

On the left is Yoda's hut as seen in the previous version.

I received several comments about how ridiculously long my lightsabers were so I've shrunk them to a more reasonable size. I've also in the double-bladed lightsaber. This time, though, no code is needed to spawn with a 2x-saber: hitting O at any time will switch between single and double blades.


http://www.lbpcentral.com/forums/attachment.php?attachmentid=49814&d=1424839187
http://www.lbpcentral.com/forums/attachment.php?attachmentid=49813&d=1424839187

The blades also extend now rather than just being on or off. It's a small thing but I think it helps sell the the effect. I've also built a handguard lightsaber as seen in the Episode VII trailer. Yeah, I know I said I wasn't going to but I warmed up to it. This saber is slightly longer than the normal saber (sorry the screenshot is outdated and still shows the huge version) and it is almost as powerful by default as the standard saber is in its strong stance, while the handguard saber's strong stance is approx 2.5 times as strong as the normal lightsaber's standard stance (the normal saber's strong stance is 2x as powerful as its normal stance). The player doesn't spawn with the handguard saber but it can be picked up in the cave (once it's taken, it's unavailable for anybody else for 30 seconds).


http://oi62.tinypic.com/2ld80hv.jpg

I've just redesigned the level again, albeit not nearly as drastically as before, so I'm pretty much starting over on the A.I. I'm not sure how much longer it'll be: work is going slow and, frankly, I'm starting to get tired of working on this level so I've been dividing my time between this and another project. I hope it'll be done within a couple of weeks but I'm not sure.