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Tyler Doak/LFStudios Devblog » Enemy AI: For reals this time.
Jun 112010

So I’ve finally gotten back to working on the enemies. Admittedly, It’s something I’ve always shied away from because it’s really unfamiliar territory for me. But… all of the articles I’ve read on it say it’s an iterative process (what isn’t?!) so I’ll just keep chugging away at it until I get some really fun enemies to fight.
I’ve had lots of feedback on what it needs and I’m addressing those things as well. Things like idle enemies needing to seem more threatening and the “enemy corral”, as I’ve been calling it, which is just how to organize enemies and enemy groups to maximize fun and aesthetics. Also working at making enemy approaches and tells more interesting.
Here’s a quick vid showing some new camera stuff.

One Response to “Enemy AI: For reals this time.”

  1. G. says:

    Yeah, enemy AI is often quite disappointing in this kind of games. Seems pretty difficult to design successfully.

    Keep it up man! We’re all watching your progress.

    I’m gonna love this game, I just feel it.

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