Platformer Enemy AI
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hayer
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Published on 2012-09-26T07:01:44Z
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2012/09/26
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I'm currently developing a platformer shooter. The game is multiplayer and while my net code could use some real work I have put that off for the time, so currently I'm trying to implement the AI.
The game is pretty simple; Players run around on a map filled with a X amount of zombies that try to eat their brains, classic and overused I know. Weapons spawn at random intervals around the map. The problem is that the zombies, when they find their pray the have to follow it for some while.. And here is the problem, running the AI navcode seems to take for ever.
So here is the ideas I have come up with so far
Have the AI update at different intervals with a maximum of Y ms with no updates.
Have the zombies assigned to groups of zombies. One is appointed the leader of the group who finds the way to the player - the rest just follows the leader. If the leader dies another one of the zombies in the group is appointed president of the zombie swarm. If there is less than five zombies in a group they try to meet up with other zombies.(Aka they are assigned to a different group and therefor a new leader)
Multi-threading option one or two?
For navigation I have some kinda navmesh(since the game is not tile-based) that tells the zombies where they can walk etc. If anyone else got some ideas on how to do navigation I would love some input.
For LoS(zombie -> player) I have split the map into grids. If the players grid is connected to the zombies grid(if I go with option two I would only need to check if leader zombies grid is connected to player, aka less checks) - if they are connected and there is more than 250ms since last check do a raytrace..
This is my first time programming AI so input on any field is appreciated.
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