Wednesday, 27 February 2019

Week 3 - Enemy AI

Final Year Project

Week 3

This week I mainly focused on creating the first enemy AI for my project. I decided to start with something basic so that when it came to creating the more complex enemies I would only have to expand on the mechanics that are already in place. As I have had experience in creating AI using Behaviour trees in previous projects, I started by creating the various tasks needed for a basic AI such as sensing the player, chasing the player and attacking the player. 



This is the AI controller currently implemented into my basic enemy. This is where the player is set as the target for pawn sensing. 


Now that basic functions were added to the AI, I began to create more tasks that would make my enemy seem more real. I added a function that makes the enemy search the last know position of the player. I also added a focus task that allowed the enemy to follow the player more smoothly. 


This is the finalised Behaviour tree for my basic enemy AI. Once I begin to add more complex AI to my project I will be expanding from this behaviour tree.




This clip demonstrates the pawn sensing of my AI and how it searches the players last known location.














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