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That's awesome to hear! Yeah the fact that the ai is working at all is a miracle since we couldnt bake a navmesh into a procedurally generated dungeon. We'll be looking to fix some of the ai issues soon.

Ohhh that's exactly the same problem I had on my own project (on Godot though) for this game jam so I totally get it!

The moment a collision is modified on a navmesh that is set in stone everything goes wrong! ^^ You'll need some custom logic then. One way to enhance it a little bit is to make the enemies slide in the narrow entrances with path finding is to use sphere collision shapes.

For kiting a simple solution (until there is a better one fitting your game) would be to make then run a little faster than the player so that you can go back to them while they enter the retreat state.