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Sunday, 23 April 2017

Easter Holiday

Since the last update, I managed to make an AI that I'm happy with, for something so small!

Here's a list of how it behaved;

If there's no player, loiter or patrol, there's a choice of the two

If the player shows up, use whatever weapon you have available (There were five, ranging from a pistol, shotgun, revolver, tommygun and a hatchet, each with a unique behaviour)

If the character doesn't have a weapon, run and hide for cover before thinking about combat

After hiding from the player, begin searching for a nearby weapon (Even the one the player has equiped)

Run up, pick up the weapon and fight!


After this project, it wasn't back to my own studies yet. I wanted to learn a little more about AI

A music student wanted a project with an enemy roaming around so that he could add in his own sound effects. I was happy to take it on, and 2 days ago handed him the project with a fully functioning AI.

Now I'm back to my own work, and after looking over everything, it's an absolute mess.

I have too many functions doing similar things, and a very lazy approach to making the AI work. In all honesty, it's amazing that it does!

Now I'm taking it back to the drawing board so that I can make the AI not only more efficient, but universal between different enemies. Not sure how, but that's the goal. I plan to get the most of it done by the end of the day, as well as lay in foundation for a levelling system.

Should be fun!

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