Battle against intelligent monster AI in this procedurally generated dungeon crawler. Featuring gorgeous art from Matthias Andre! Read more
This project was successfully funded on May 31, 2013.
TinyKeep's AI system (Part 1 or 5)
--> Part 1: Roaming and Chasing <--
Part 2: Retreating and Defense
Part 3: Foraging
Part 4: Group Tactics and Luring
Part 5: Monster Rivarly!
Welcome to 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 we've developed for the game. Today I'm going to talk about simple roaming and chasing behaviours for a single monster. For the later parts, I'll progress to more sophisticated concepts such as Group Tactics and Rivalry.
I've already written at length about the plans we have for the AI on our main Kickstarter page, so I won't bore you anymore here. Instead, I feel that the AI is best explained visually and interactively so here's a playable AI demo for Part 1:
Try it here: tinykeep.com/ai
Note that I'm not using the 3D graphics you've seen on the video and screenshots. For testing and debugging purposes it is often best to use simple 2D graphics so I can easily annotate and visualize what is going on.
Here's the accompanying video explaining the major aspects of roaming and chasing!
For the next update I'll talk about Retreating and Defense. Unlike the Skeleton shown here some monsters are less aggressive and will flee at the sight of you. Stay tuned...