Pathing Around Obstacles

By: Austin Leskin

April 2, 2018

After finishing the event system I had to really start working on AI, the whole game revolves around AI so I have a lot on my shoulders. Going into spring break I quickly resumed where I left off, with the AI just pathing around the nodes without any knowledge of the cover around them. Adding weights to where the cover blocks some nodes the AI then successfully path around them. I then moved on to having them throw a ball at the player, that wasn’t too hard as that code was already written for the play, I just had to figure out where to throw it and how fast to effectively reach the player. I finished the week implementing the find cover state for the enemies. This is the state they enter when trying to hide from the player, they hide on the midpoint on each face of the cover. Which point they go to is based on the distance from the player. Moving on to next week I will be implementing Fuzzy logic as well as getting some help from my teammate on steering behaviors.

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