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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