Sprint 3 - Player AI & Player Targeting Orders


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 .


  • 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:
  • Trello:
    • Used to keep track of progress ( Trello )
  • Unity:
    • The game engine being used to develop the game ( Unity )
  • Sourcetree:
  • Other sites:
    • Used to to find useful links


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.

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