Another week focused on working with AI. Detecting spawn location in-house is already working. Character is looking for exit by simply visiting each room and he remembers last 10 that he visited. Thanks to that he is not falling back to often. He pickups all items that come in a range of his sign and in the end he runs to the exit gate. Now the most interesting part will start - adding an opponent AI and improving both of them at the same time :)
Here a little screenshot of Behavioral Tree for base AI:
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