Update?!
1,188
6
Advertisement
Well, I just got back from a long trip and then came down with a cold afterwords. But, I did manage to get some work done on the game AI:

This seems a little too easy, maybe I should try something not so one-sided:

I'm really trying to figure out a good way to handle the enemy AI. Obviously in a game like this I don't want every enemy on the screen to attack the player at once...well, not on the easier difficulties at least[grin].
So, I'm thinking that I'll have some sort of group AI, where even if there is a large group of enemies, only a few will charge the player at once. I'm also thinking to give each enemy traits, which will make some more aggressive, some more cowardly, some who will not attack the player unless they have a weapon, and other traits like that.
So far the enemies just chase the player until they get near. Since that obviously isn't working too well, I'm going to work on getting a simple state machine in place for the AI, and build further from there.

This seems a little too easy, maybe I should try something not so one-sided:

I'm really trying to figure out a good way to handle the enemy AI. Obviously in a game like this I don't want every enemy on the screen to attack the player at once...well, not on the easier difficulties at least[grin].
So, I'm thinking that I'll have some sort of group AI, where even if there is a large group of enemies, only a few will charge the player at once. I'm also thinking to give each enemy traits, which will make some more aggressive, some more cowardly, some who will not attack the player unless they have a weapon, and other traits like that.
So far the enemies just chase the player until they get near. Since that obviously isn't working too well, I'm going to work on getting a simple state machine in place for the AI, and build further from there.
Advertisement
Advertisement
Advertisement
Discussion