Added Combat Director
Added the combat director which coordinates multiple AI enemies.
The director ranks the enemies with a score, then splits the enemy forces with the highest ranked attacking the player, where as the others will move to the flank in an attempt to ambush the player.
Keyboard debugging:
1. Force AI reset
2. Make a noise for the AI to investigate (same as jumping)
3. Damage AI causing it to chase/flank attack the player.
4. Reroll enemy ranking
Known Bugs
-There is a delay when resetting and debugging with the 3 key.
-Investigation and Flanking will drop a pin to mark the AI's destination, there should only be one per AI instance.
-There is no menu -use alt & F4 to quit
-Damage with the 3 key will cause damage to all enemies.
-All enemies will attack if only one sees the player, the intent is the observer can alert the others.
Week 1 - Building the world / actors / behavior tree. - complete
Week 2 - Refine behavior tree for multiple tasks. - complete
Week 3 - Create Combat Controller system - complete
Week 4 - Refine Combat Controller to manage multiple AI - complete
Week 5 - Fault finding and bug fixing
Week 6 - Polish
Get Combat Director Demo
Combat Director Demo
Research and design blog to document the development of a game AI director.
Status | Prototype |
Author | Projects |
Genre | Action, Shooter |
Tags | artificial-intelligence |
More posts
- PostmortemNov 04, 2023
- Refine Behavior TreeOct 01, 2023
- Behavior Trees / PerceptionSep 26, 2023
- WelcomeSep 06, 2023
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