AI part 2


Unfortunately making the patrol base was the easy part, but getting the AI to chase, roar at your before chasing, etc. were the difficult ones.

I managed to get the AI to chase pretty well, but then trying to add in the roar before the chase made things unnecessarily complex to implement. I think my methods in terms of scripting need work so that I can properly add on to existing scripts. In other words, I need to get better at coding architecture/organization. But also, i guess I've never really made complex AI script, so this was a first for me. It made me think about what sort of work and detail goes into making actually GOOD AI. It was incredibly difficult for me to build off of my initial work, the reason being lost to me as I don't know if I just am still inexperienced or because my work flow just isn't good enough yet.

Some of what I wanted to add
So here's two more things in this game's AI that I wanted to add
1. scripted encounters

2. jump scares

first off- scripted encounters. I wanted to have the player be able to roam the level and in case they happen to avoid the monster for too long/too well, I wanted the monster to be able to follow the player's general location to thus increase the likelihood of an encounter. I was planning on using multiple way-point groups to set up different patrol routes for each area, various triggers/colliders to know where the player is and where to spawn the monster in. The monster would have a "teleport" to move from area to area.

secondly, jump scares. What's any good horror medium without some jump scares to get the heart going? Unfortunately I didn't have any time to organize and find the right assets or spots in the level to make things work the way I wanted to. But, i imagined having some classic scares like a door slamming or maybe something popping up in front of the player. 

Get Heirloom

Leave a comment

Log in with itch.io to leave a comment.