The purpose of this project is to create 3 basic non-player character (npc) ai's. Each ai must exhibit a distinct behaviour model toward other live entities. The ai's must have some level of awareness in terms of environment so they can navigate properly, be aware of other live entities and interact with them. All three ai's must behave in accordance with their designated nature. These behavior natures will be friendly, neutral and hostile.
When complete this project will be a neat modular asset package for Unity.
Behavior outlines
Universal: ⦁ Idle - static/roam ⦁ Identify entity within sense range When an entity is identified act according to nature:
Friendly: ⦁ Turn toward entity ⦁ Kindly verbally greet entity ⦁ Face entity until out of range or either party is dead ⦁ If attacked flee until out of sense range ⦁ If attacked verbally ask entity to stop
Neutral: ⦁ Don't do anything unless physically touched ⦁ If attacked turn toward entity move within attack range and attack until entity either party is dead ⦁ If entity moves outside attack range get back within attack range and continue attack ⦁ If entity escapes sense range move back to original point of conflict
Hostile: ⦁ Turn toward entity ⦁ Harshly verbally greet entity ⦁ Move within attack range and attack entity until either party is dead ⦁ If entity moves outside attack range then get back within range and continue attacking ⦁ If entity escapes sense range move back to original point of conflict
AI Parameters
constant ⦁ name ⦁ id ⦁ walk speed ⦁ run speed ⦁ max health ⦁ max stamina ⦁ attack value ⦁ kind greeting ⦁ hostile greeting ⦁ neutral greeting ⦁ sense range ⦁ attack range ⦁ spawn point dynamic ⦁ current health ⦁ current stamina ⦁ current state ⦁ current position ⦁ target entity position ⦁ target movement position ⦁ original point of conflict
Advertisement
Comments
Discussion
Loading comments...
Beta Feedback
With your permission, GameDev.net uses analytics cookies to understand how people use the platform.
You can accept analytics or continue with necessary cookies only.
Learn more
Discussion