This week I've started working with the Enemy Boss AI. This Boss will move slowly towards the player while dealing high damage. We were able to find a model of this enemy that seemed fitting for our game. Currently the Boss has a Slam, Charge, Sweeping, and Ground Attack, each with their own animations. Creating these attacks took a look awhile to create and functioning, since I having little experience in creating an Enemy AI and dealing with a characters animations. A majority of the week I've been learning more about how to implement Behavior Trees and creating an Attack System for the Boss. The only real problem I was stuck on this week was having the Boss charge straight at the player. The Boss would be suspended in air, slowly moving. This was because while the mesh was playing the animation the capsule collider would anchor the player to the floor. This was fixed by setting the collision capsule component to have no physics collision while this attack happened.
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