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Revising Enemy AI

Part 1: The Problem

As an individual team member, I encountered a significant issue related to the enemy AI functionality in our project. The enemy characters failed to react appropriately when shot, and they would also stop pursuing the player if the player moved beyond a certain range. Additionally, there was a visibility problem with the bullets, making it difficult for players to track their trajectory and impact. These issues collectively undermined the immersion and challenge of the game, causing confusion for the player and hampering the overall experience.

Part 2: Problem Solution

Firstly, I focused on the issue of the enemy not reacting when shot. I introduced a new mechanic that slowed down the enemy's movement upon being hit. This change was accompanied by a visual indication, such as the enemy character flinching or displaying an appropriate animation, to clearly communicate to players that they had successfully hit the enemy. This adjustment not only added realism and immersion to the gameplay but also provided players with visual feedback, reinforcing their actions and progress in the game.

Next to enhance the challenge and engagement, I adjusted the AI behavior to make enemies continue chasing the player until they were defeated. This change allowed for more dynamic and intense encounters, as players had to strategize and outmaneuver the pursuing enemies, adding depth and excitement to the gameplay.

Furthermore, I addressed the issue of hard-to-see bullets by implementing a bullet tracer system. This involved adding visible trails or particle effects to the bullets, making them more prominent and easier to track. The improved visibility of the bullets not only enhanced the visual aesthetics of the game but also provided players with vital feedback on their shooting accuracy and allowed them to make more informed tactical decisions during combat.

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