Enhancing Enemy AI
What went right: The task of introducing enemy AI for our game went like a breeze with thorough research and a clear plan in mind. The initial implementation of the AI racing cars showed promise, and we successfully integrated them into our game environment. The concept of using nodes along the track path to guide the AI’s movement proved to be a valuable insight, providing a structured framework for optimizing speed and trajectory.
What went wrong: However, during testing, we encountered significant challenges with the AI’s speed management. The lack of a balanced speed profile led to frequent car crashes, particularly on sharp turns where the AI was supposed to drift gracefully. This issue highlighted a gap in our initial design and implementation, underscoring the importance of thorough testing and iteration in game development.
Lessons learned: One of the most valuable lessons I learned from this experience is the importance of refining and fine-tuning game mechanics based on real-world testing and feedback. The process of implementing nodes along the track path for the AI’s movement not only addressed the immediate issue of speed management but also provided a solid foundation for future AI enhancements.
Published by: Christian Camargo-Cortez
Get BlazeRunners : Bullet Ballet
BlazeRunners : Bullet Ballet
Status | In development |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- New Feature and ImprovementsJul 02, 2024
- Progressing with Steam Integration and Lobby FunctionalityMay 03, 2024
- Network Ownership and Server TimerMay 03, 2024
- Tutorial UI Setup and Timer BugsMay 03, 2024
- Networking the AIMay 03, 2024
- Fixing WheeliesMay 02, 2024
- Networking ObjectsApr 27, 2024
- Enhancing Game Tutorial Logic and UI LayoutApr 27, 2024
- Lobby Functionality for MultiplayerApr 26, 2024
- Aim Assisted Predictive AimingApr 26, 2024
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