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Master the frantic physics-based combat, lure enemies into traps or make them fight each other for dominance in this procedurally generated dungeon escape game.
Master the frantic physics-based combat, lure enemies into traps or make them fight each other for dominance in this procedurally generated dungeon escape game.
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802 backers pledged £25,675 to help bring this project to life.

TinyKeep's AI system (Minor improvements from Part 1)

Posted by Phi Dinh (Creator)
Hi everyone, just wanted to post this very quick update.

Part 2 of the AI series is currently being finalised and polished so we should get to you the video and interactive demo for that very soon, but in the meantime I've posted a quick video showing some of the improvements we've made to Part 1 in response to the feedback we've received about the AI.

Try our interactive demos:

http://tinykeep.com/ai/



In short, the changes are: 

 1. If the Skeleton loses sight and smell, he will still continue to head towards the location where the hero was last detected and investigate further. 

 2. If the Skeleton still cannot find the hero, it will make a best guess where it thinks he has gone and will set a patrol route to the nearest waypoint. 

Given these changes, we've removed the alert level as we've found this feature has become redundant and offers no extra intelligence. The "smell trails" have been reduced to balance the extra added behaviour - this also seems to help limit cheating in the AI.

Watch this space for Part 2 of the AI details!

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