I had many challenges in incorporating the AI in this project. For one, I originally had far fewer enemies in my level, as I hadn't properly understood the capabilities each enemy had and envisioned they had far more health. Additionally, the layout of my front area changed, so I naturally had to add more enemies to compensate for the empty space. I also wanted to help create a more obvious route for the player to take in order to avoid the enemies, increasing the risk by putting more out onto the road while still making it easier to give a clear path for the player.
Additionally, I had issue with the AI's capability. This was due to the AI activation, which I messed about with through trial and error. The AI activation is a box collision that, once crossed by the player, wakes up the AI and tells them that the player is in range of them.
Often, the AI activation area the player would walk into would be too small that the player would be able to clearly see and kill any AI before the AI would be able to see them.
I then expanded it to an area where, if the player realistically crossed, they'd be noticed by the AI, further increasing the challenge and encourages the player to be either strategic or stealthy in their progression.
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