Some ways that I feel I could correct these kinds of errors is by having them check for ledges before they begin there attack animations, and having a sort of time limit/damage meter before trying to find a different path to the player.
The ways that I plan on checking the performance of the algorithms is by testing, how well the AI adjusts the paths that it chooses to take toward the player in a variety of locations and some controlled circumstances.
A feature that I would like to try to implement but may not have time or the knowledge is a way to interact with Non-Playable Characters in such a way that they can develop feelings for the player. For example if the player ignores the NPC's quest or fails to complete the quest in a timely manner, said NPC may spread negative feelings toward the player to other NPC's and vice-versa. This would allow for each run of the game to be a new experience.
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