Enemy AI?

DrGlickertDrGlickert Member Posts: 1,135
edited November -1 in Working with GS (Mac)
Anyone do much enemy AI in GS? I'm taking on a very challenging game type (months of work, at least) and I'd like to create a good enemy AI.

Is there a real good way to start on this or no?

Comments

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    I've thought about how to do enemy AI for a while now, and don't really have any method that will work flawlessly.

    What I did think of was to use magnitude, and implement some random behaviors based on the magnitude range between the actors. Like have 3 different actions that can be performed by the enemy, and have those actions randomized to execute when a certain magnitude is reached between the two. And have the enemy perform a block or something when you perform a certain action, but have that block randomized some way as well so it doesn't block every time you do that action. Just an example.

    Lots and lots of custom attributes.
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    i hv tried and failed, just too many predefine rules on one actor it starts lagging seriously.
  • ozboybrianozboybrian PRO Posts: 2,102
    Isn't there methods for working with attracted to distance of main actor.
    If it shoots couldn't you set it up so that he shoots in the direction your actor is... :S thought it would be a lot but I never thought it would be hard?
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    it can be done, just alot of directional detection and artwork change if you want it to look proper. i think something like shoot on sight at a fix point is possible already. just the additional of a mobile enemy plus shoot on sight needs more work. unless if your enemy follows a fixed path rather than random position.
  • ozboybrianozboybrian PRO Posts: 2,102
    Lots of Booleans!
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