Another taste of the fight

Did some quick and sweet updates again on the combat AI. Nearly done with the tutorial and while most of it is meant for a shooting game, like most of the tutorials I’ve done before it will still be handy in the long run. It has logic that destroys the character that is dead and also respawns it at a random location. It’s for a deathmatch system mostly, but it may be useful for an interesting mechanic if ever.

The further I delve into programming AI logic the more my brain seems to melt. It’s good to start small with behavior as simple as moving to the target then shooting. Eventually I’m going to have to figure out how to make it attack and react realistically to the player’s actions. A lot of how I build this AI moving forward will also dictate the difficulty of the game. I’m a big advocate for challenging games, but I don’t want to make it too hard. If anything I think making it harder is easier for me to create since I just have to make it hurt a lot. To create a fun and satisfying fight is a art I need to master.

At least the whip can hit other characters without looking too strange, and there’s logic where it can pick out certain bones of the model. It may come in handy later if I want more robust options for combat. For now my goal is to create a boss that can run around, dodge, attack, and occasionally stall the fight. I need it to come alive.

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