Dev log - AI Behavior in R for Revenge ๐ค
Hi agent, in the last dev log I shared an update on the blood and gore effects. This time, I want to discuss the improvements made to the enemy AI.
Having intelligent, responsive enemies is crucial to generating tension and providing a challenge. So Iโve been refining the way they detect, track and combat the player. ๐
Utilizing the NavMeshPlus system, patrol paths have been customized for each map area. This allows natural movement patterns to emerge. When enemies spot the player, the chase is on. They smoothly transition from patrol to pursuit, firing continuously. If line of sight breaks, they will cautiously sweep the last known location before returning to their patrol position.
In upcoming development iterations, my goal is to introduce more diversity to how different enemies behave and can be engaged. Currently there is just the patrolling guard type, but in the future there will be other enemy archetypes with distinct movement patterns like random movement. Regardless of movement style, all enemies will retain the ability to notice, chase and engage the player once aware of their presence. ๐บ
I'm excited to introduce these new strategic layers, where different enemy types demand distinct tactics to overcome. It should result in even more dynamic, tense encounters tuned to each level layout. Work now begins on implementing this expanded AI framework - thank you all for your patience and support as development progresses! ๐
R for Revenge
(In development)
Status | In development |
Author | Tien Lee |
Genre | Action |
Tags | Pixel Art, Singleplayer, Top down shooter |
More posts
- May 2024 Devlog - R for RevengeJun 11, 2024
- Devlog - Level designApr 10, 2024
- Devlog - Enhanced Enemy Reactions and Tactical GameplayJan 31, 2024
- Devlog - Double Trouble Ability ๐งฒJan 19, 2024
- Dev Log - Stun enemy by throw weapons ๐พJan 10, 2024
- Dev log - AI Behavior part 2๐คNov 30, 2023
- Devlog - Slowing Down Time in crisis โNov 25, 2023
- Dev log - Bloody deaths in R for Revenge ๐งโ๐ปNov 07, 2023
- Dev Log - Weapon system part 2 ๐ฃNov 01, 2023
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