SamuKata
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Valgrind:Adaptive Dodging AI

Spent some time on this, but the result is quite nice; This AI mechanism implements a raycast and a navmesh check, which ensures that NPCs can actually dodge to that position without being blocked by a wall, or dodging off of a cliff.

At the vid's 0:03, the guard first checks its backward dodging route, which is flagged by a red dot(meaning an obstacle blocks its way) so he instead chooses to dodge sideways. No more dumb dodging behaviors.

Anyways, this is just the tip of the iceberg of the whole dodging AI system. I have a lot of other things in mind, the realization of which should make AI fun but not overly frustrating to play against. I'll release more detail soon.

Perilous attack is also under development!

Valgrind:Adaptive Dodging AI

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