Base AI should be up and running. It doesn’t do anything interesting right now: Pursue the player, shoot him and run back to base. This is using a preliminary form of the behavior tree infrastructure, with the targetPlayer, Aim, Fire, Go and Wait behaviors implemented. As opposed to the original design, the actual movement of units is executed asynchronously from the behaviors. This was done to counter the proliferation of “Move and ___” behavior types, although it makes it harder to coordinate movement with other actions.

NPC units chasing down the player
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