Dev log - AI Behavior in R for Revenge ๐Ÿค–


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 Iโ€™ve been refining the way they detect, track and combat the player. ๐Ÿ’


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. ๐Ÿ˜บ


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! ๐Ÿ‘

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