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James Burke

Individual Project #10 - Final Week | AI Additions

Summary

Since the previous week where patrolling mechanics were implemented- more has come, particularly in the focus of AI and increasing difficulty in a fair manor. A level has been designed to incorporate all these additions into a challenging experience where the intention is that the player learns to improve over time as they learn how to best defeat enemies.


Main Additions:

Enemy AI:

  • Heavy and light attacks, with each attack differing in speed and damage output

  • Custom speed for each AI instance

  • Custom 'next attack delay' for each AI instance

  • Hearing sensory response for investigative behaviour

  • AI design improvements to better represent the intended behaviour

  • AI responds to being backstabbed (attacked by a non-visible player)

  • Made multiple variants of the enemy with unique properties and appearances to vary gameplay

Player:

  • Dodge mechanic

  • Stamina system links with player actions

  • Weapon equipping improved through allowing the player to equip to their hand, and unequip the weapon to their back, making a link with the stance mechanic (neutral and attack stance)


Smaller fixes/improvements:

  • Improvements to the way player and NPC death is handled with the consideration of each instance having an AI Controller

  • Player can no longer move when they die. It has also been made so that the level will restart on death (after the death animation occurs)

  • "Trap" object which deducts health on collision now applies to any actor with a health component attached

  • Player health regenerates over time, with a specific heal rate being available to set





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