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Enemy AI System #2
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Remgax
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Jan 19, 2022
Remgax
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Jan 19, 2022
Issue: #2 - AI should now chase the enemy if player gets in range. Also starts to attack it. - Focusing more on GameObject rather then CombatTarget. (Player doesn't have a combatTarget component, cause its not clickable.
Remgax
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…in Scene mode. Issue: #2 - Adding Patrol Behaviors. Patrol now can move on the "Patrol Path" prefab. I will hold its position, when he/she reaches a waypoint then cycles to the next waypoint. - Adding hold position behavior. When player out of his chase radius. It will wait and hold that position a bit. Before resetting. -Bug fixes, with mouse attack behavior. - Added new patrol path prefab. This can be duplicated and re used. All AI can have a patrol path. (Its not mandatory)
Feature complete. Starting the next phase in development. |
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The enemy AI is a necessary system for the game to work. So in this project I will add a basic AI system with behaviours.
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