AI Random Patrol VS Triggers

As of now, I have a system using a random number generator to determine a point on the map that the enemy will go to, however, this leaves me with a lack of control over the AI’s behaviour. Because of this, I have been considering the benefits of using a trigger based approach. This would work by having the enemy do specific actions when the player walks through a trigger, allowing me to have further control over AI and the experience the player will have.

I could have multiple enemies instances around the level with only one active at a time, this will ensure that the player never realizes the game is somewhat cheating. Doing this could lead to a more dynamic and less predictable enemy. Currently, if the player evades the enemy the likelihood of the player encountering the enemy again is low making the experience dull.

I have planned out how this system would function to help me keep it ordered as it may become very complicated to work on.

 

PatrolSystem
Patrol System Notes

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