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EnemyAI

  • Wilson C
  • May 18, 2016
  • 1 min read

After completing the model, I continued working on the enemy AI to include path-finding and also get it to perform a simple attack on the player.

I did quite a lot of research on how to create a path-finding AI and follow several tutorials, experimented with integrating the A* algorithm into the AI of the enemy. The process was enlightening and very informative but tedious at the same time, and in end I decided to stick to using NavMesh assets that the Unity engine had built in.

Update: 20 May 2016

Here's a list of things updated in the current build:

  • Added a Dummy prefab in the prefabs section

  • Completed Enemy AI mechanics for Status, Movement, Pathfinding and Attacking

  • Updated/optimised MeteorControl and BulletControl scripts for health regeneration perk

  • Created simple obstacles for dummies to navigate to player

  • Added a 2 sec cooldown for enemy before it attacks again

  • Enemy movementSpeed, rotationSpeed, health and damage are adjustable variables

 
 
 

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