DevBlog 8 - It's thinking.

10/2/2016Written by: Carmine

This week was all about AI. When spawning enemies, you can assign to them different Ai "behaviors." The behaviors I have working so far are:

"none" - Makes the ship do nothing (was pretty easy to program) :)

"forward" - The ships will simply fly forward.

"wander" - The ship will pick a random point and go to there. Then pick another point and keep doing this.

"waypoint" - You can provide a list of points and the AI will keep cycling through the different points.

You can give some life to your scene by using a mixture of these behaviors. There will be other behaviors soon (I still need to work on weapons and attacking).