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 Relicbourne
Relicbourne
A Roguelike of Monsters, Relics, and Survival
Status | Prototype |
Authors | FarForgottenProductions, fralopor, creid42091, LatentQuirks, JacobMosser |
Tags | Monsters, Roguelike, Turn-Based Combat, Unreal Engine |
More posts
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- Tackling Procedural Mesh Generation26 days ago
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- DevLog: Active Unit Switching and Dynamic Camera Sync27 days ago
- Problems with Player Momentum32 days ago
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