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Basic Enemy AI #57

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thombruce opened this issue Oct 20, 2023 · 3 comments · Fixed by #58
Closed

Basic Enemy AI #57

thombruce opened this issue Oct 20, 2023 · 3 comments · Fixed by #58
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core New feature or request
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@thombruce
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See also #55 and #53.

I've decided to separate out enemy AI into its own issue, as it is a pretty involved system and the scope of #55 is already quite expansive.

@thombruce thombruce added the core New feature or request label Oct 20, 2023
@thombruce thombruce added this to the v0.1.0 milestone Oct 20, 2023
@thombruce thombruce mentioned this issue Oct 20, 2023
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@thombruce
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Looking into steering behaviours as a way to handle the basic AI: https://code.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732

@thombruce thombruce changed the title Enemy AI Basic Enemy AI Oct 20, 2023
@thombruce
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Just reading the first page, it's clear the document used to have examples that ran in Flash. Clearly a very old article, but still useful...

I wonder if I can find something a little more up to date though.

@thombruce
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"Flocking" is a concept I hadn't considered too. big-brain would be good for deciding whether an entity should flock or fly solo, possibly switching between the two when necessary.

We won't implement that early. Just some basic pursuit and combat initially, but flocking advances the behaviour considerably towards feeling like the enemies have ideas of their own.

@thombruce thombruce mentioned this issue Oct 20, 2023
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@thombruce thombruce modified the milestones: v0.1.0, v0.0.16 Oct 20, 2023
@thombruce thombruce added this to Verse Nov 6, 2023
@thombruce thombruce moved this to Done in Verse Nov 6, 2023
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