Update #4 here (a day late, but it made it none the less)
So it was another AI week, and boy oh boy do I love AI. I've always had a passion for figuring out what makes the baddies tick, the mentality behind mobs and swarms and how to push the boundaries of making entities in games feel more real.
So far I've been using state machine for all my AI and animation needs, stack based FSM's to be exact and they've been working quite well. So I'm not too sure why, maybe it was the countless articles that were popping up on reddit on BT's, but I thought about switching it up to BTs to control my mob behavior. So I spent a few days and did my research and surprisingly there's quite a bit a good information out there.
BT's are actually quite cool and they certainly have a lot of merits, but in the end I decided to not go with them. What I realized is they serve a more specialized role and are amazing if you need to really conserve memory, but ultimately my stack based FSM system will allow me some excellent control over behaviors and debugging, albeit being much more verbose.
So while I wouldn't say the week was wasted, it was definitely much more relaxed. At the end of the week I decided to pick up the pace by beginning to work on the first boss in the game. I really enjoy working on the 'Corrupted Thug' named Todd - he's just that perfect level of douchebag mixed with badass and I feel the look is just right for the game.
A little info about Todd:
-Being the first boss, I wanted to make him challenging, yet simplistic in comparison to the rest of the challenges to come in the game. I decided to go with a Big, dumb, slow and a very strong boss. In the picture below you can see the size comparison to one of the main characters and he just towers over you. Feels intimidating and I love it.
-Todd's attacks will hurt.. a lot. This boss is about massive hits that are all meant to be avoided. With the starter characters, anywhere from 3-5 hits at full health will take you out.
Attacks will include:
A ground slam (most basic attack) that hits directly in front of him.
A Leap assault, watch his shadow to dodge the attack - aims for a random character
Summon henchman - summons 1-3 henchman, based on total life left
Tornado Attack - with outstretched arms, Todd will spin in circles and bounce around the screen, attempting to hit the players. His fastest attack (although not very fast)
Charge - Charges at a player to attempt to grab them and deal a massive amount of dmg. Has a long charge to warn the player.
I might include more behaviors based on health remaining at a later date, but these are my initial goals I want for the Boss.
Thanks for reading once again, until next week.