Basic AI Behaviour Demo
Pre-releaseThis is just a quick demo on the basics of how the AI will behave. This is a development build so development keyboard shortcuts are enabled. For example apostrophe (') will enable debugging of the AI perception components with numbers 1 - 4 toggling difference information.
This demo contains the below AI behaviours:
AI Patrolling - a simple system of following a set of waypoints in order that is assigned to the AI
AI Combat - a more complex system of the following sub-states:
- Move to immediate cover - this state makes the AI move to the closest piece of cover to it regardless of distance from the player
- Push forward - when the player is too far the AI will find cover nearby that is closer to the player
- Retreat - the opposite of push forward
- Flanking - If the player hasn't left cover for 25 seconds, the AI will attempt to flank by moving to a position either behind or the side of the player. Once in position they will switch to immediate cover
- Stay - if the AI is in valid cover (not too far, not too close, not in direct sight of the player) they will hold their position and peak over the cover to find the player, if the AI is shot at (currently using toggle debug key E) the AI will crouch behind the cover untill they havent been shot at in 2.5 seconds.
Next steps for this demo will focus on removing the need of the debug key and having the AI shoot at the player when in the Stay state. Also adding extra senses such as hearing and have enemies shout out player locations. Quality upgrades include implementing better animation blending.
This demo takes place in a basic environment inspired by a level in Naughty Dog's The Last of Us.
This demo is only built for Windows-based systems.