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(1 edit)

Demonstration of A.I. enemy progress:

1) Enemy wanders when there's no target
2) Enemy has a detection range for enemies (in this case the player dragon)
3) When detecting enemy, seeks them out
4) When in range, uses weapon

The way I set this up can be used for ranged weapons to, just need to set the stopping distance + weapon range parameters to the appropriate range. The current target is chosen using a threat-based system where each enemy is given a base threat level (for example, a dragon has a higher base threat level than a small foot-soldier) which can be modified in real time to make any entity more or less threatening (think 'Taunts'). All Entities now have a stat block as well, which is where threat/health/mana/enemy factions/ally factions etc. are all stored making it easy to manipulate any value (such as making an enemy friendly or a friend an enemy).

Next up: Setting up the damage systems so things can get harmed. From the Skeleton's perspective this means applying damage to a target. From the dragons perspective, this will mostly just mean punting enemies in a single hit (Dragons ARE rather strong after all!)


Just uhhh.. ignore all those errors popping up in the console at the bottom <_<