![]() All the while - a handful of rays are cast (about 6) around the monster to detect nearby walls. The monster is confused, looks around for a bit, decides that he has lost the enemy and goes back to the patrol routine.ħ. At this point, the monster's alert level runs down. Trails decay over time (smells disappear), so eventually the monster will stop following if it hasn't seen the enemy for a while. The player has done the hard work for the AI, by leaving behind the trail to follow.Ħ. Neither does the monster need to have any internal representation of the dungeon layout. The best thing about this elegant solution is that it does not need to use any expensive or complicated pathfinding, planning AI or anything like that. ![]() This is the most important part of the AI, as it allows the monster to follow an enemy all around the dungeon even though it can't see its quarry - so if an enemy hides behind a corner the monster can still find him. Trails are not detected if the monster is not in alert mode. Most recent trails are detected via line of sight (raycasting) and are tracked first. Again the monster uses Seek to follow the trail. It does this by targeting "smell trails" or "breadcrumbs" that the enemy has left behind. If the enemy escapes line of sight, the monster is still able to follow it even though it can't see it. We use the Seek Steering Behaviour on the monster to follow its target.ĥ. Once an enemy is detected, it's alert level is increased to 200 and it begins chase. The monster has a FOV of 90 degrees, and can only detect another entity if it is in within its FOV and direct line of sight (we use raycasting to determine if a nearby enemy is in its direct line of sight).Ĥ. So, it will use A* (shortest path) pathfinding to travel to randomly selected waypoints in the dungeon.ģ. By default a monster will be in non-alert (roam/patrol) mode, as it's not chasing anything. Generally we will have one waypoint per room (though some larger rooms may contain 2 or 3), and a few waypoints along long corridors.Ģ. A connected waypoint graph is calculated for a new procedurally generated dungeon. I've posted a detailed YouTube video of the Roaming and Chasing behaviourġ. ![]() For the later parts, I'll progress to more sophisticated concepts such as Group Tactics and Rivalry. ![]() Today I'm going to talk about simple roaming and chasing behaviours for a single monster. #Download tinykeep series#This is the first of the multi-part series of updates about TinyKeep's AI, over the next few days I will be posting a series of videos about the monster intelligence system that I've developed for the game. Hey everyone! Continuing from the recent success of my previous post on dungeon generation ( Procedural Dungeon Generation Explained) I decided that I will post more game development articles and videos in the future to inspire the community and also hopefully promote my game TinyKeep as well! ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |