Skip to main content

Questions tagged [ai]

The design and/or logic of how an in-game entity makes decisions about its behavior.

1 vote
3 answers
251 views

I’m trying to implement a top-down Zelda-like enemy movement system. Consider a screen of x tiles wide by y tiles tall, each tile being 16x16 pixels. I’m not asking for code here. I’m asking for ...
tariq's user avatar
  • 121
1 vote
1 answer
193 views

I'm building a grid turn-based game, and I have a couple of questions about Utility AI that I can't wrap my head around for a couple of weeks. Suppose we have a unit that can move X tiles and attack ...
Black Dice's user avatar
0 votes
0 answers
43 views

I have a question about action atomicity in terms of Utility AI. Let's say my unit has a melee attack and a default movement ability. When I evaluate different actions that my AI agent can perform, ...
Black Dice's user avatar
0 votes
0 answers
79 views

I'm looking for advice on designing the architecture of my turn-based game. Suppose units have different abilities—various movement types (run, teleport, charge in one direction, etc.), different ...
Black Dice's user avatar
1 vote
3 answers
229 views

In game development, enemy AI plays a crucial role in shaping the player's experience. If enemies are too predictable, the game feels boring; if they are too precise or aggressive, it can become ...
Daniel Hall's user avatar
0 votes
1 answer
87 views

"enemy" node script: ...
Griffin Hines's user avatar
0 votes
0 answers
91 views

I'm trying to teach myself how to use the behavior tree design pattern. I think I understand most of it, but am not clear if the tree is supposed to save the current state or not. In the below tree, ...
kitfox's user avatar
  • 201
1 vote
1 answer
255 views

Problem definition: I have an AI (zombie) that is destroying a special object to reach a specific location. The object is stored as a blackboard value and is a child actor of a NavLink(To trigger ...
Imantion's user avatar
0 votes
1 answer
542 views

I'm working on my 1st title called Infernal, and I'd like to make the enemy able to walk on both ground and walls. For exemple: let's say the enemy is running towards the player and he gets shot. ...
ahmed's user avatar
  • 1
0 votes
0 answers
204 views

I'm currently developing a turn-based card game where you play against an AI opponent. Both you and your opponent have a certain deck of cards at your disposal, and the rules of the game apply to both ...
impmja's user avatar
  • 41
0 votes
0 answers
124 views

I'm developing a finite state machine AI where some interaction with the NPC can be made through a popup window with some choices. The image below shows how it looks: The player (on the right in this ...
philB's user avatar
  • 333
0 votes
1 answer
193 views

I work on a simple arcade game. The player controls a diver. The diver moves forward at a constant speed. The player can use input controls to move the diver up or down. Along the way, the diver ...
Erel Segal-Halevi's user avatar
0 votes
1 answer
137 views

I'm working on an AI system in Unity where the enemy alternates between patrolling, chasing the player, and hiding behind objects. I’m trying to implement a system where the AI not only decides ...
Alanix Biderix's user avatar
5 votes
5 answers
2k views

Note: the main problem has nothing to do with the TYPE of pathfinding algorithm (A*, flow-field etc), allow me to explain: I have a 2d grid and a lot of agents moving around, I want it so that ...
Xascoria Dung's user avatar
0 votes
2 answers
207 views

I am making a game in Unreal Engine and I wanted to know how can I make an enemy always attack from a certain distance, however, the enemy also has to see the player. I've reached a weird result where ...
Golden Star's user avatar

15 30 50 per page
1
2 3 4 5
56