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Week #6: designing the AI the people want





During the workshop last week, we learned what the focus group prefers in terms of enemy AI in stealth games: posture change to indicate the enemy is beginning to detect the player; behavior escalation - the enemies will start to be more alert as the player gets detected (both locally and globally in some instances); and different types of enemies guards, in regards of their behavior, such as patrolling guards and idle guards.

But before I could do that, we needed to have a system that could handle arbitrary chains of behaviors for the AI. The first step was to investigate what the Unity Asset Store had to offer - literally "to offer" as I wanted only free assets - in terms of behavior trees, and the second was to discover that the assets were either not good enough or too confusing. So, I created our own framework of Behavior Trees designed to use any chain of behaviors, independent of the entity.

Once completed, our BT framework was put to use to test our new AI behaviors, such as "Checking Distraction" and "Idle Behavior", that do exactly what their name implies. And whit that, we can have as many AI Guard types as we can think of.



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