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Enemy AI Update: Goodbye animator mecanim!

Project Kobold's Tale
A browser Project-Kobolds-Tale made in HTML5

Spent the last few days going from managing a web of animation transitions in the animator mecanim, to almost never having to open the Animator tab again! The animator mecanim is a powerful tool, but also a bit of a blackbox, and has way too much stuff that doesn't apply to frame based 2D animation. Diagnosing problems with animations, and setting up new enemies/NPCs was a way bigger task than it needed to be, due to all the adjustments that needed to be made in the animator mecanim to make sure things worked smoothly. I also had some logic on animation states in the form of StateMachineBehaviours... which again, is a powerful tool, but it made workflow and script management a nightmare.

So with this update, you wont really be able to tell anything has changed (aside from slimes now properly doing their no-aggro idle animation with eachother) but the animations and enemy AI is being controlled by two new scripts. I also added a new enemy who can navigate more than flat terrain. Planning to add more features to this AI controller in the future, but this is a good starting point for it.

Files

  • ProjectKoboldsTale_1-31-23.zip 24 MB
    Jan 31, 2023
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