Problem with Shadow AI
Part 1: The Problem
In our game, shadows play a crucial role in combat mechanics, making a robust AI system essential for an engaging player experience. This week, I focused on designing the foundational shadow AI, which will serve as the base for all future enemy variants. The challenge lies in ensuring that while shadows are plentiful, they also feel unique and dynamic in their behavior.
Without a well-structured base AI, developing additional shadow types would be inefficient and prone to redundant code. If this issue were left unresolved, it could lead to rigid, repetitive AI behavior, making encounters feel stale and predictable for players. By addressing this early, I aim to streamline future development and ensure that every shadow can act independently and react intelligently to the player's actions.
Part 2: The Solution
To tackle this issue, I am focusing on making the base shadow AI as modular and self-sufficient as possible. The key is to create a framework that allows each shadow type to function autonomously without unnecessary dependencies. By implementing core targeting logic directly into the base class, I can ensure that all future shadows inherit essential AI behaviors while still allowing for customization.
This approach will not only simplify the development of new shadow types but also improve performance and maintainability. Each shadow will be able to operate independently, reducing the risk of AI conflicts or bottlenecks. As a result, players will experience more dynamic and responsive enemy interactions, making combat feel more engaging and immersive.
Get Relicborne
Relicborne
A Roguelike of Monsters, Relics, and Survival
More posts
- DevLog: V0.2.0 → V0.3.075 days ago
- DevLog: V0.1.0 → V0.2.075 days ago
- DevLog - Prototype V0.0.3 ReleaseMar 28, 2025
- DevLog: Turn-Based Combat and the Struggles With ScopeMar 28, 2025
- Problem with Creating relics(Part 2)Mar 28, 2025
- Problems with Procedural MeshMar 28, 2025
- Widget Placement Problems: Anchor Confusion & UI OverlapMar 28, 2025
- Problem with creating relicsMar 22, 2025
- Tackling Procedural Mesh GenerationMar 22, 2025
- Problems with CombatLevel not being able to access the PauseMenu input.Mar 22, 2025
Leave a comment
Log in with itch.io to leave a comment.