Main project Research: AI
Enemy path: Dota 2
on the game there are two I use the example of the AI path finding in which AI creeps move along a certain path until they reach the enemy tower and attempt to destroy it or enemy units. This is a very similar concept that I wish to use with my game for the enemy AI will be something of an taking great influence from.
Detecting player: Dota 2
In the game enemy units will attempt to go after the players character if it is close enough to them they will then latch on to the player character and attempt to destroy the player character until they lose sight or the site is blocked by the fog of war ( Beyond sight range). in my game I don't want to use a perception system similar to this in the way that the enemies can lose sight of the object they are attacking in my game I want to use a perception in which once the AI has seen an object they will only stop when it is destroyed them are whole for the object goes out of a perception radius.
Damaging units/objects: Dota 2
in dota the AI can attack objects or other AI a basic damage dealing mechanic but in the way that this is different is that it is a mixed of range than mainly and depending on what type of unit is as a range in which the AI can attack.
after looking at all these mechanics from the game Dota 2 is very clear that these mechanical suit my game and I will try to implement them. It is very clear that my games movement system and AI I try to be similar to dota because of how excellent dota movement and AI system or are implemented.
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