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Implementing Enemy Boss AI and New Patrol System

Part 1: The Problem

I encountered a challenge related to adding an enemy boss AI and implementing a more structured patrol system for the regular enemies. Initially, the absence of a powerful boss character and the lack of a defined patrol route for the enemies resulted in a less engaging and unpredictable gameplay experience. This problem needed to be addressed to create a more immersive and challenging gameplay environment.

Part 2: Problem Solution

For the regular enemies' patrol behavior, I introduced two transforms to the world spawner parent object. These transforms acted as designated points for the spawned enemies to patrol between. By assigning the patrol route between these two points, I ensured that the enemies would move in a structured manner along the desired path. Moreover, I made it easy to add additional patrol points as needed, providing flexibility in defining more intricate patrol routes. This enhancement not only made enemy movement more purposeful and predictable but also facilitated player navigation and tactical decision-making.

As for the enemy boss AI, I created a boss character that possessed unique abilities and behavior. The boss was designed to have an RPG, adding a new layer of challenge and excitement to the gameplay. Additionally, the boss has the ability to spawn three enemy goons around it. These goons were a new type of enemy AI, soon to be equipped with the capability to detect and react based on the boss's states. This interplay between the boss and its spawned goons created a more dynamic and strategic boss fight, requiring players to adapt their tactics based on the evolving enemy behavior.

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