The Ins and Outs of Enemy AI
My responsibility was to begin working on the AI systems for our enemies. My main focus at the beginning was to future-proof as much as possible so when I started making more enemies, a lot of the framework is already in place. My biggest struggle was trying to plan everything out because I have never had to design AI systems from scratch where all the enemies have different behaviors, attack patterns, and characteristics. Even with all the planning, I still find myself having to go back and add more things the the base framework, change file structures, etc. and it's slowing down my progress a bit. I have managed to make two different enemy types with different behaviors and hopefully using those as a sort of template I can make the rest of the enemies no problem. I anticipate my next challenge to be designing the boss fights. I have limited experience with making boss fights, as the one time I did it was in Unity and did not go very well. Hopefully I can use that experience to get it right this time and make awesome and engaging fights.
Author: Chase Thacker 1/26/2024
Just A Simple Farming Game
Status | In development |
Authors | Golden Goblins, SeotatopDehsam, MOOster_MOO, WendigoCrypt, zoleda_davila, SenorCarlito, thackattack42 |
Genre | Simulation |
Tags | Action-Adventure, Farming, Third Person |
More posts
- Sneak Peek: Farm CutsceneMar 19, 2024
- Fine-tuning Enemy AIMar 01, 2024
- Major Perforce IssuesMar 01, 2024
- Animations Failing To PlayMar 01, 2024
- Getting Random Location In a NavMeshFeb 29, 2024
- Issues with Testing Spawn PointsFeb 29, 2024
- Double Use of Seed ItemsFeb 25, 2024
- NavMesh not updatingFeb 24, 2024
- Issues with Player LocationFeb 23, 2024
- Foundations of Enemies and AnimationsFeb 17, 2024
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