Final Devlog: AI


Now that we had attacking and our final art all that was left to do was build the base AI that I had planned.

Doing this turned out to be a lot more difficult than expected. The program I was Using Node Canvas didn't like working with prefabs, I would unlink any assets given to it from the scene even if these were added after the program had started through script which means that I would need to set up each enemies individually in unity.

To accomplish my goal I had to create a static list of enemies to decide which would attack, then using node canvas assign enemies to this list only when they were in range to attack and remove them again once they had moved out of range. And while waiting to attack I had to give them an amount of movement so they wouldn't look too static.

But in the end, I got a system working where the enemies would stay grouped around you while waiting their turn to attack!


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