Patrolling AI
In this update I added enemies that are controlled by an AI Behavior Tree and patrol along a path, as well as a level to showcase the AI. The behavior tree allows the AI to switch between modes depending on what sense the AI is experiencing. If it sees the player, it will go towards the player and attack them. If it hears the player, it will go and investigate the sound. Its default mode is patrolling along the manually set path, but it also has a waiting mode that it utilizes at certain points, such as when it gets to the investigation spot, or when it loses track of the player. They also had a simple hitbox that respawned the player and restarted the level upon contact with the player.In the level I built, I was inspired by old-school stealth games, as the enemies have the exact same behavior pattern. The player is meant to navigate through a dark maze while avoiding the enemies and get to the exit.
If I had more time to work on this, I would create more in-depth actions for the AI, such as stopping and looking around at certain points along the patrol route. I would also change the enemy collision to only activate while attacking, which would allow the player to cut it closer to the enemy and create a more intimate experience. Overall, I would consider this a successful showing of a basic patrolling AI.
Game Design 3
Status | In development |
Author | Icychopstix |
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