AI Initial implementation
Author: Dev Bryan Santiago
This week, two AI's were put in place for the project one to kill the player and the other to destroy the objective. The player hunting AI right now is very basic and will randomly patrol until the player is seen, heard or the AI has been touched by the player. When he gets close you will be killed. The other AI not in the main build of the game, yet. For now all it does is go to the objective and attack it, but there is an issue with crowding that won't allow the AI to attack if they are all bunched up, so not all of them can get close enough. I was planning on solving this by using a slot behavior where they will slot into a designated spot where they will tell other AI's to not go to that already occupied spot, if I all slots are all filled they will evenly distribute and wait for a slot to open up.
This took me a while to do and is not properly working yet, anyway that's all from me this week in Development, thank you for viewing the project, see you next time!
Get Lustrat Somnia
Lustrat Somnia
Horror game with horde defence
Status | Prototype |
Authors | The Vermilion Chocobos, Sun, Ren, TheCephaloDev |
Languages | English |
More posts
- Winning randomNov 18, 2023
- Components Vs ActorsNov 10, 2023
- UI subsystem abstractionNov 03, 2023
- UI versus Shared PointersOct 28, 2023
- AI Accidental MartydomOct 23, 2023
- Clashing systemsOct 20, 2023
- Positioning a randomized objectOct 16, 2023
- Dev Log: Issues with Turning MeshOct 14, 2023
- UI Player Feedback and DirectionOct 14, 2023
- DevLog: Point System and Random ItemsOct 07, 2023
Leave a comment
Log in with itch.io to leave a comment.