Sprint 3 - Player AI & Player Targeting Orders
Introduction
This blog will outline the tasks that was undertaken in sprint 3 and what was used in order to achieve this. This sprint I decided to move onto the Player AI Targeting Orders. This involved setting up target closest, target weakest and target strongest for the Player AI .
Goals
- Player AI Research:
- This goal involved researching player AI mechanics for the dungeon siege player AI.
- Player AI - Targeting Orders:
- This goal involved implementing the targeting orders (target closest, target weakest and target strongest) for the player AI.
Tools and Technology Used
- Unity Documentation:
- Used to find useful Links ( Unity Documentation )
- Trello:
- Used to keep track of progress ( Trello )
- Unity:
- The game engine being used to develop the game ( Unity )
- Sourcetree:
- Used as the form of source control ( Sourcetree )
- Other sites:
- Used to to find useful links
Resources
This sprint I ended up finding the resources listed below:
Dungeon Siege Manual: https://manualmachine.com/games-pc/dungeon-siege/1118540-user-manual/
Issues and Risks
- Time management
What we found out
During this sprint i found out that there are threes types of combat based orders that you can set for the player AI in Dungeon Siege. These orders consisted of the targeting orders, the attacking orders and the movement orders. I also found a really handy resource (Dungeon Siege Manual) that tells me how the player AI is to respond when the different orders are chosen. For example the movement order engage constrains the player to a set bounds of their original position.
SGD300 Dungeon Siege Project
Status | Prototype |
Author | Hotaog |
Genre | Adventure |
Tags | dungeon-siege, Game Design, sgd300, Unity |
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