Tuesday, June 26, 2018

26 June Updates - AI Behavior

Hello,


I've been working with number of initial feature aspects, like daytime cycle, simple clouds generation (along with object pooling mechanic), ship interaction events registry, AI ship movements (AI behavior design incorporation) but mostly revolves around codes design and so on. What i would like to highlight here is, the AI behavior which I find challenging so far, due to the level of continuity needed to be designed.

AI Behavior design

The design isn't not using any plugin, or unity animator controller tools, to give more freedom on codes, due to how procedural the gameplay really is. What I find challenging is, the need to classify the kind of behaviour an AI may have.

Passive Behaviors

This behavior will be called all the time. It can be used for features like discovery behavior , surrounding AI interaction behavior and so on. The integral between active and intermediate behavior can happen here.

The current design can have more than one (1) passive behavior at a time.

Active Behavior

The design can have one active behavior at a time. Such behaviors are like
- go to behavior
- patrol behavior
- following behavior

Intermediate Behavior

This behavior overrides active one in term of priority, on which the termination ends this behavior, and continue to active level of behavior (if there's any). Such behavior is like
- attacking behavior
- escape behavior

Others

Ship interaction event registry

A registry made to easily handle or classify the kind of interaction that happened ship collision. It can be :
- ship collision
- cannon ball collision
- island interaction


Object pooling mechanic

Handles game object pooling for performance on continuous instantiation

Daytime cycle

Basic day time cycle and sky appearance


Fake island name implementation

For island naming sake. Credit :
http://fantasynames.org/island-name-generator/

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That's all. More information about the progress can be found here :

Until next time. :)

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