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Enemy AI/Battle system
I have some rigged models of enemies for my rpg, and after i give the player character some weapons, I want to set up a battle system. I want it to work somewhat similar to Dot Hack (Infection through Quarantine), or even like runescape. How do I make an enemy AI that runs towards the player and avoids obstacles, respawn after death, and regain health? Also, how do I make a battle system where the weapons and armor affect the amount of damage dealed to either side?
Answer by Uriel_96 · Mar 15, 2011 at 11:10 PM
seems you are looking for an algorithm and this kind of things believe me are very difficult. First one algorithm I recommend you that I usually use is the Greedy's algorithm an to understand it better here is an example of this algorithm: http://www.openprocessing.org/visuals/?visualID=6716 another good example of algorithm there is path finding algorithm here is an example: http://www.policyalmanac.org/games/aStarTutorial.htm, http://en.wikipedia.org/wiki/Pathfinding and if you have weakness to do all of this and you simply want something fast I recommend you the A* pathfinding and there are more examples you can see in this question http://answers.unity3d.com/questions/35421/online-advanced-aiartificial-intelligence-with-js, http://www.youtube.com/watch?v=xogj5Vw1K7E&feature=relmfu and for final there is the Dijkstra algorithm, so again doing this is very difficult but is the best way you have to get what you want
OK I give you some examples of algorithms but maybe you don't want algorithms for what your doing so there is something more simple but you cab get a lot of troubles to do this: http://www.youtube.com/watch?v=9iOfYdaaeB8&feature=relmfu
then for health and amount damage I recommend you to see all the videos but these are the videos of health and all that stuff: http://www.youtube.com/watch?v=MgRIwJrwwhE&feature=related, http://www.youtube.com/watch?v=kx31sZr_RJs, http://www.youtube.com/watch?v=xB8wEDeAQk0&feature=related, and there are more interesting things you can see if you see more videos, so hope it helps :)
Thanks, this is very helpful. I will look into all of these algorithms and see which one(s) look best for my game.
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